mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-27 02:30:35 +00:00
967 lines
21 KiB
HLSL
967 lines
21 KiB
HLSL
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/* GStreamer
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* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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cbuffer PsAlphaFactor : register(b0, space0)
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{
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float alphaFactor;
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};
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struct PSColorSpace
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{
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float3 CoeffX;
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float3 CoeffY;
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float3 CoeffZ;
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float3 Offset;
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float3 Min;
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float3 Max;
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float padding;
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};
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cbuffer PsConstBuffer : register(b1, space0)
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{
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PSColorSpace preCoeff;
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PSColorSpace postCoeff;
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PSColorSpace primariesCoeff;
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};
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#ifdef NUM_SRV_1
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Texture2D shaderTexture_0 : register(t0, space0);
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#endif
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#ifdef NUM_SRV_2
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Texture2D shaderTexture_0 : register(t0, space0);
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Texture2D shaderTexture_1 : register(t1, space0);
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#endif
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#ifdef NUM_SRV_3
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Texture2D shaderTexture_0 : register(t0, space0);
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Texture2D shaderTexture_1 : register(t1, space0);
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Texture2D shaderTexture_2 : register(t2, space0);
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#endif
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#ifdef NUM_SRV_4
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Texture2D shaderTexture_0 : register(t0, space0);
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Texture2D shaderTexture_1 : register(t1, space0);
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Texture2D shaderTexture_2 : register(t2, space0);
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Texture2D shaderTexture_3 : register(t3, space0);
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#endif
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SamplerState samplerState : register(s0, space0);
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#ifdef BUILD_LUT
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Texture1D<float> gammaDecLUT : register(t4, space0);
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Texture1D<float> gammaEncLUT : register(t5, space0);
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SamplerState lutSamplerState : register(s1, space0);
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#endif
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struct PS_INPUT
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{
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float4 Position: SV_POSITION;
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float2 Texture: TEXCOORD;
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};
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struct PS_OUTPUT_PACKED
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{
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float4 Plane0: SV_TARGET0;
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};
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struct PS_OUTPUT_LUMA
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{
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float4 Plane0: SV_TARGET0;
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};
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struct PS_OUTPUT_CHROMA
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{
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float4 Plane0: SV_TARGET0;
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};
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struct PS_OUTPUT_CHROMA_PLANAR
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{
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float4 Plane0: SV_TARGET0;
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float4 Plane1: SV_TARGET1;
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};
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struct PS_OUTPUT_PLANAR
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{
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float4 Plane0: SV_TARGET0;
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float4 Plane1: SV_TARGET1;
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float4 Plane2: SV_TARGET2;
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};
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struct PS_OUTPUT_PLANAR_FULL
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{
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float4 Plane0: SV_TARGET0;
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float4 Plane1: SV_TARGET1;
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float4 Plane2: SV_TARGET2;
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float4 Plane3: SV_TARGET3;
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};
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float4 DoAlphaPremul (float4 sample)
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{
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float4 premul_tex;
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premul_tex.rgb = sample.rgb * sample.a;
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premul_tex.a = sample.a;
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return premul_tex;
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}
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float4 DoAlphaUnpremul (float4 sample)
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{
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float4 unpremul_tex;
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if (sample.a == 0 || sample.a == 1)
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return sample;
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unpremul_tex.rgb = saturate (sample.rgb / sample.a);
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unpremul_tex.a = sample.a;
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return unpremul_tex;
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}
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interface ISampler
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{
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float4 Execute (float2 uv);
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};
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#ifdef NUM_SRV_1
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class SamplerRGBA : ISampler
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{
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float4 Execute (float2 uv)
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{
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return shaderTexture_0.Sample(samplerState, uv);
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}
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};
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class SamplerRGBAPremul : ISampler
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{
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float4 Execute (float2 uv)
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{
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return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv));
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}
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};
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class SamplerRBGA : ISampler
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{
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float4 Execute (float2 uv)
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{
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return shaderTexture_0.Sample(samplerState, uv).rbga;
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}
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};
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class SamplerVUYA : ISampler
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{
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float4 Execute (float2 uv)
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{
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return shaderTexture_0.Sample(samplerState, uv).zyxw;
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}
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};
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class SamplerY410 : ISampler
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{
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float4 Execute (float2 uv)
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{
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return float4 (shaderTexture_0.Sample(samplerState, uv).yxz, 1.0);
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}
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};
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class SamplerY412 : ISampler
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{
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float4 Execute (float2 uv)
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{
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return shaderTexture_0.Sample(samplerState, uv).grba;
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}
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};
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class SamplerAYUV : ISampler
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{
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float4 Execute (float2 uv)
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{
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return shaderTexture_0.Sample(samplerState, uv).yzwx;
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}
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};
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class SamplerRGBx : ISampler
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{
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float4 Execute (float2 uv)
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{
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return float4 (shaderTexture_0.Sample(samplerState, uv).rgb, 1.0);
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}
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};
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class SamplerxRGB : ISampler
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{
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float4 Execute (float2 uv)
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{
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return float4 (shaderTexture_0.Sample(samplerState, uv).gba, 1.0);
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}
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};
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class SamplerARGB : ISampler
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{
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float4 Execute (float2 uv)
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{
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return shaderTexture_0.Sample(samplerState, uv).gbar;
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}
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};
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class SamplerxBGR : ISampler
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{
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float4 Execute (float2 uv)
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{
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return float4 (shaderTexture_0.Sample(samplerState, uv).abg, 1.0);
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}
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};
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class SamplerABGR : ISampler
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{
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float4 Execute (float2 uv)
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{
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return shaderTexture_0.Sample(samplerState, uv).abgr;
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}
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};
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class SamplerBGR10A2 : ISampler
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{
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float4 Execute (float2 uv)
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{
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return float4 (shaderTexture_0.Sample(samplerState, uv).zyx, 1.0);
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}
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};
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class SamplerBGRA64 : ISampler
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{
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float4 Execute (float2 uv)
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{
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return shaderTexture_0.Sample(samplerState, uv).bgra;
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}
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};
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class SamplerGRAY : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.x = shaderTexture_0.Sample(samplerState, uv).x;
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sample.y = 0.5;
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sample.z = 0.5;
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sample.a = 1.0;
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return sample;
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}
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};
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#endif
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#ifdef NUM_SRV_2
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class SamplerNV12 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.x = shaderTexture_0.Sample(samplerState, uv).x;
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sample.yz = shaderTexture_1.Sample(samplerState, uv).xy;
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sample.a = 1.0;
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return sample;
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}
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};
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class SamplerNV21 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.x = shaderTexture_0.Sample(samplerState, uv).x;
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sample.yz = shaderTexture_1.Sample(samplerState, uv).yx;
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sample.a = 1.0;
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return sample;
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}
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};
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#endif
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#ifdef NUM_SRV_3
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class SamplerI420 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.x = shaderTexture_0.Sample(samplerState, uv).x;
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sample.y = shaderTexture_1.Sample(samplerState, uv).x;
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sample.z = shaderTexture_2.Sample(samplerState, uv).x;
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sample.a = 1.0;
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return sample;
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}
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};
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class SamplerYV12 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.x = shaderTexture_0.Sample(samplerState, uv).x;
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sample.z = shaderTexture_1.Sample(samplerState, uv).x;
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sample.y = shaderTexture_2.Sample(samplerState, uv).x;
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sample.a = 1.0;
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return sample;
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}
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};
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class SamplerI420_10 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float3 sample;
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sample.x = shaderTexture_0.Sample(samplerState, uv).x;
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sample.y = shaderTexture_1.Sample(samplerState, uv).x;
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sample.z = shaderTexture_2.Sample(samplerState, uv).x;
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return float4 (saturate (sample * 64.0), 1.0);
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}
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};
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class SamplerI420_12 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float3 sample;
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sample.x = shaderTexture_0.Sample(samplerState, uv).x;
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sample.y = shaderTexture_1.Sample(samplerState, uv).x;
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sample.z = shaderTexture_2.Sample(samplerState, uv).x;
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return float4 (saturate (sample * 16.0), 1.0);
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}
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};
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class SamplerGBR : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.g = shaderTexture_0.Sample(samplerState, uv).x;
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sample.b = shaderTexture_1.Sample(samplerState, uv).x;
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sample.r = shaderTexture_2.Sample(samplerState, uv).x;
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sample.a = 1.0;
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return sample;
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}
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};
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class SamplerGBR_10 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float3 sample;
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sample.g = shaderTexture_0.Sample(samplerState, uv).x;
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sample.b = shaderTexture_1.Sample(samplerState, uv).x;
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sample.r = shaderTexture_2.Sample(samplerState, uv).x;
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return float4 (saturate (sample * 64.0), 1.0);
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}
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};
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class SamplerGBR_12 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float3 sample;
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sample.g = shaderTexture_0.Sample(samplerState, uv).x;
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sample.b = shaderTexture_1.Sample(samplerState, uv).x;
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sample.r = shaderTexture_2.Sample(samplerState, uv).x;
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return float4 (saturate (sample * 16.0), 1.0);
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}
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};
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class SamplerRGBP : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.r = shaderTexture_0.Sample(samplerState, uv).x;
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sample.g = shaderTexture_1.Sample(samplerState, uv).x;
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sample.b = shaderTexture_2.Sample(samplerState, uv).x;
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sample.a = 1.0;
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return sample;
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}
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};
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class SamplerBGRP : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.b = shaderTexture_0.Sample(samplerState, uv).x;
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sample.g = shaderTexture_1.Sample(samplerState, uv).x;
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sample.r = shaderTexture_2.Sample(samplerState, uv).x;
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sample.a = 1.0;
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return sample;
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}
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};
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#endif
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#ifdef NUM_SRV_4
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class SamplerGBRA : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.g = shaderTexture_0.Sample(samplerState, uv).x;
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sample.b = shaderTexture_1.Sample(samplerState, uv).x;
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sample.r = shaderTexture_2.Sample(samplerState, uv).x;
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sample.a = shaderTexture_3.Sample(samplerState, uv).x;
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return sample;
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}
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};
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class SamplerGBRA_10 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.g = shaderTexture_0.Sample(samplerState, uv).x;
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sample.b = shaderTexture_1.Sample(samplerState, uv).x;
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sample.r = shaderTexture_2.Sample(samplerState, uv).x;
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sample.a = shaderTexture_3.Sample(samplerState, uv).x;
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return saturate (sample * 64.0);
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}
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};
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class SamplerGBRA_12 : ISampler
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{
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float4 Execute (float2 uv)
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{
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float4 sample;
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sample.g = shaderTexture_0.Sample(samplerState, uv).x;
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sample.b = shaderTexture_1.Sample(samplerState, uv).x;
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sample.r = shaderTexture_2.Sample(samplerState, uv).x;
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sample.a = shaderTexture_3.Sample(samplerState, uv).x;
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return saturate (sample * 16.0);
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}
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};
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#endif
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interface IConverter
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{
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float4 Execute (float4 sample);
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};
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class ConverterIdentity : IConverter
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{
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float4 Execute (float4 sample)
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{
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return sample;
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}
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};
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class ConverterRange : IConverter
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{
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float4 Execute (float4 sample)
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{
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float3 out_space;
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out_space.x = postCoeff.CoeffX.x * sample.x;
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out_space.y = postCoeff.CoeffY.y * sample.y;
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||
|
out_space.z = postCoeff.CoeffZ.z * sample.z;
|
||
|
out_space += postCoeff.Offset;
|
||
|
return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class ConverterSimple : IConverter
|
||
|
{
|
||
|
float4 Execute (float4 sample)
|
||
|
{
|
||
|
float3 out_space;
|
||
|
out_space.x = dot (postCoeff.CoeffX, sample.xyz);
|
||
|
out_space.y = dot (postCoeff.CoeffY, sample.xyz);
|
||
|
out_space.z = dot (postCoeff.CoeffZ, sample.xyz);
|
||
|
out_space += postCoeff.Offset;
|
||
|
return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
#ifdef BUILD_LUT
|
||
|
class ConverterGamma : IConverter
|
||
|
{
|
||
|
float4 Execute (float4 sample)
|
||
|
{
|
||
|
float3 out_space;
|
||
|
out_space.x = dot (preCoeff.CoeffX, sample.xyz);
|
||
|
out_space.y = dot (preCoeff.CoeffY, sample.xyz);
|
||
|
out_space.z = dot (preCoeff.CoeffZ, sample.xyz);
|
||
|
out_space += preCoeff.Offset;
|
||
|
out_space = clamp (out_space, preCoeff.Min, preCoeff.Max);
|
||
|
|
||
|
out_space.x = gammaDecLUT.Sample (lutSamplerState, out_space.x);
|
||
|
out_space.y = gammaDecLUT.Sample (lutSamplerState, out_space.y);
|
||
|
out_space.z = gammaDecLUT.Sample (lutSamplerState, out_space.z);
|
||
|
|
||
|
out_space.x = gammaEncLUT.Sample (lutSamplerState, out_space.x);
|
||
|
out_space.y = gammaEncLUT.Sample (lutSamplerState, out_space.y);
|
||
|
out_space.z = gammaEncLUT.Sample (lutSamplerState, out_space.z);
|
||
|
|
||
|
out_space.x = dot (postCoeff.CoeffX, out_space);
|
||
|
out_space.y = dot (postCoeff.CoeffY, out_space);
|
||
|
out_space.z = dot (postCoeff.CoeffZ, out_space);
|
||
|
out_space += postCoeff.Offset;
|
||
|
return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class ConverterPrimary : IConverter
|
||
|
{
|
||
|
float4 Execute (float4 sample)
|
||
|
{
|
||
|
float3 out_space;
|
||
|
float3 tmp;
|
||
|
out_space.x = dot (preCoeff.CoeffX, sample.xyz);
|
||
|
out_space.y = dot (preCoeff.CoeffY, sample.xyz);
|
||
|
out_space.z = dot (preCoeff.CoeffZ, sample.xyz);
|
||
|
out_space += preCoeff.Offset;
|
||
|
out_space = clamp (out_space, preCoeff.Min, preCoeff.Max);
|
||
|
|
||
|
out_space.x = gammaDecLUT.Sample (lutSamplerState, out_space.x);
|
||
|
out_space.y = gammaDecLUT.Sample (lutSamplerState, out_space.y);
|
||
|
out_space.z = gammaDecLUT.Sample (lutSamplerState, out_space.z);
|
||
|
|
||
|
tmp.x = dot (primariesCoeff.CoeffX, out_space);
|
||
|
tmp.y = dot (primariesCoeff.CoeffY, out_space);
|
||
|
tmp.z = dot (primariesCoeff.CoeffZ, out_space);
|
||
|
|
||
|
out_space.x = gammaEncLUT.Sample (lutSamplerState, tmp.x);
|
||
|
out_space.y = gammaEncLUT.Sample (lutSamplerState, tmp.y);
|
||
|
out_space.z = gammaEncLUT.Sample (lutSamplerState, tmp.z);
|
||
|
|
||
|
out_space.x = dot (postCoeff.CoeffX, out_space);
|
||
|
out_space.y = dot (postCoeff.CoeffY, out_space);
|
||
|
out_space.z = dot (postCoeff.CoeffZ, out_space);
|
||
|
out_space += postCoeff.Offset;
|
||
|
return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a);
|
||
|
}
|
||
|
};
|
||
|
#endif
|
||
|
|
||
|
float UnormTo10bit (float sample)
|
||
|
{
|
||
|
return sample * 1023.0 / 65535.0;
|
||
|
}
|
||
|
|
||
|
float2 UnormTo10bit (float2 sample)
|
||
|
{
|
||
|
return sample * 1023.0 / 65535.0;
|
||
|
}
|
||
|
|
||
|
float3 UnormTo10bit (float3 sample)
|
||
|
{
|
||
|
return sample * 1023.0 / 65535.0;
|
||
|
}
|
||
|
|
||
|
float4 UnormTo10bit (float4 sample)
|
||
|
{
|
||
|
return sample * 1023.0 / 65535.0;
|
||
|
}
|
||
|
|
||
|
float UnormTo12bit (float sample)
|
||
|
{
|
||
|
return sample * 4095.0 / 65535.0;
|
||
|
}
|
||
|
|
||
|
float2 UnormTo12bit (float2 sample)
|
||
|
{
|
||
|
return sample * 4095.0 / 65535.0;
|
||
|
}
|
||
|
|
||
|
float3 UnormTo12bit (float3 sample)
|
||
|
{
|
||
|
return sample * 4095.0 / 65535.0;
|
||
|
}
|
||
|
|
||
|
float4 UnormTo12bit (float4 sample)
|
||
|
{
|
||
|
return sample * 4095.0 / 65535.0;
|
||
|
}
|
||
|
|
||
|
interface IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample);
|
||
|
};
|
||
|
|
||
|
class OutputRGBA : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
output.Plane0 = float4 (sample.rgb, sample.a * alphaFactor);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputRGBAPremul : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
sample.a *= alphaFactor;
|
||
|
output.Plane0 = DoAlphaPremul (sample);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputRGBx : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
output.Plane0 = float4 (sample.rgb, 1.0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputxRGB : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
output.Plane0 = float4 (0.0, sample.rgb);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputARGB : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
output.Plane0 = sample.argb;
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputxBGR : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
output.Plane0 = float4 (0.0, sample.bgr);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputABGR : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
output.Plane0 = sample.abgr;
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputVUYA : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
sample.a *= alphaFactor;
|
||
|
output.Plane0 = sample.zyxw;
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputAYUV : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
sample.a *= alphaFactor;
|
||
|
output.Plane0 = sample.wxyz;
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputRBGA : IOutputPacked
|
||
|
{
|
||
|
PS_OUTPUT_PACKED Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PACKED output;
|
||
|
sample.a *= alphaFactor;
|
||
|
output.Plane0 = sample.rbga;
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
interface IOutputLuma
|
||
|
{
|
||
|
PS_OUTPUT_LUMA Build (float4 sample);
|
||
|
};
|
||
|
|
||
|
class OutputLuma : IOutputLuma
|
||
|
{
|
||
|
PS_OUTPUT_LUMA Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_LUMA output;
|
||
|
output.Plane0 = float4 (sample.x, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputLuma_10 : IOutputLuma
|
||
|
{
|
||
|
PS_OUTPUT_LUMA Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_LUMA output;
|
||
|
output.Plane0 = float4 (UnormTo10bit (sample.x), 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputLuma_12 : IOutputLuma
|
||
|
{
|
||
|
PS_OUTPUT_LUMA Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_LUMA output;
|
||
|
output.Plane0 = float4 (UnormTo12bit (sample.x), 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
interface IOutputChroma
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA Build (float4 sample);
|
||
|
};
|
||
|
|
||
|
class OutputChromaNV12 : IOutputChroma
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA output;
|
||
|
output.Plane0 = float4 (sample.yz, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputChromaNV21 : IOutputChroma
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA output;
|
||
|
output.Plane0 = float4 (sample.zy, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
interface IOutputChromaPlanar
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR Build (float4 sample);
|
||
|
};
|
||
|
|
||
|
class OutputChromaI420 : IOutputChromaPlanar
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR output;
|
||
|
output.Plane0 = float4 (sample.y, 0, 0, 0);
|
||
|
output.Plane1 = float4 (sample.z, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputChromaYV12 : IOutputChromaPlanar
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR output;
|
||
|
output.Plane0 = float4 (sample.z, 0, 0, 0);
|
||
|
output.Plane1 = float4 (sample.y, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputChromaI420_10 : IOutputChromaPlanar
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR output;
|
||
|
float2 scaled = UnormTo10bit (sample.yz);
|
||
|
output.Plane0 = float4 (scaled.x, 0, 0, 0);
|
||
|
output.Plane1 = float4 (scaled.y, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputChromaI420_12 : IOutputChromaPlanar
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_CHROMA_PLANAR output;
|
||
|
float2 scaled = UnormTo12bit (sample.yz);
|
||
|
output.Plane0 = float4 (scaled.x, 0, 0, 0);
|
||
|
output.Plane1 = float4 (scaled.y, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
interface IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample);
|
||
|
};
|
||
|
|
||
|
class OutputY444 : IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR output;
|
||
|
output.Plane0 = float4 (sample.x, 0, 0, 0);
|
||
|
output.Plane1 = float4 (sample.y, 0, 0, 0);
|
||
|
output.Plane2 = float4 (sample.z, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputY444_10 : IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR output;
|
||
|
float3 scaled = UnormTo10bit (sample.xyz);
|
||
|
output.Plane0 = float4 (scaled.x, 0, 0, 0);
|
||
|
output.Plane1 = float4 (scaled.y, 0, 0, 0);
|
||
|
output.Plane2 = float4 (scaled.z, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputY444_12 : IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR output;
|
||
|
float3 scaled = UnormTo12bit (sample.xyz);
|
||
|
output.Plane0 = float4 (scaled.x, 0, 0, 0);
|
||
|
output.Plane1 = float4 (scaled.y, 0, 0, 0);
|
||
|
output.Plane2 = float4 (scaled.z, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputGBR : IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR output;
|
||
|
output.Plane0 = float4 (sample.g, 0, 0, 0);
|
||
|
output.Plane1 = float4 (sample.b, 0, 0, 0);
|
||
|
output.Plane2 = float4 (sample.r, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputGBR_10 : IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR output;
|
||
|
float3 scaled = UnormTo10bit (sample.rgb);
|
||
|
output.Plane0 = float4 (scaled.g, 0, 0, 0);
|
||
|
output.Plane1 = float4 (scaled.b, 0, 0, 0);
|
||
|
output.Plane2 = float4 (scaled.r, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputGBR_12 : IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR output;
|
||
|
float3 scaled = UnormTo12bit (sample.rgb);
|
||
|
output.Plane0 = float4 (scaled.g, 0, 0, 0);
|
||
|
output.Plane1 = float4 (scaled.b, 0, 0, 0);
|
||
|
output.Plane2 = float4 (scaled.r, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputRGBP : IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR output;
|
||
|
output.Plane0 = float4 (sample.r, 0, 0, 0);
|
||
|
output.Plane1 = float4 (sample.g, 0, 0, 0);
|
||
|
output.Plane2 = float4 (sample.b, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class OutputBGRP : IOutputPlanar
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR Build (float4 sample)
|
||
|
{
|
||
|
PS_OUTPUT_PLANAR output;
|
||
|
output.Plane0 = float4 (sample.b, 0, 0, 0);
|
||
|
output.Plane1 = float4 (sample.g, 0, 0, 0);
|
||
|
output.Plane2 = float4 (sample.r, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
interface IOutputPlanarFull
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{
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PS_OUTPUT_PLANAR_FULL Build (float4 sample);
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};
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class OutputGBRA : IOutputPlanarFull
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{
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PS_OUTPUT_PLANAR_FULL Build (float4 sample)
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{
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PS_OUTPUT_PLANAR_FULL output;
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output.Plane0 = float4 (sample.g, 0, 0, 0);
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output.Plane1 = float4 (sample.b, 0, 0, 0);
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output.Plane2 = float4 (sample.r, 0, 0, 0);
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output.Plane3 = float4 (sample.a * alphaFactor, 0, 0, 0);
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return output;
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}
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};
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class OutputGBRA_10 : IOutputPlanarFull
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{
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PS_OUTPUT_PLANAR_FULL Build (float4 sample)
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|
{
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|
PS_OUTPUT_PLANAR_FULL output;
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|
float4 scaled;
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sample.a *= alphaFactor;
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scaled = UnormTo10bit (sample);
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output.Plane0 = float4 (scaled.g, 0, 0, 0);
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output.Plane1 = float4 (scaled.b, 0, 0, 0);
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output.Plane2 = float4 (scaled.r, 0, 0, 0);
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output.Plane3 = float4 (scaled.a, 0, 0, 0);
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return output;
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|
}
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|
};
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|
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class OutputGBRA_12 : IOutputPlanarFull
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|
{
|
||
|
PS_OUTPUT_PLANAR_FULL Build (float4 sample)
|
||
|
{
|
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|
PS_OUTPUT_PLANAR_FULL output;
|
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|
float4 scaled;
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|
sample.a *= alphaFactor;
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|
scaled = UnormTo12bit (sample);
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|
output.Plane0 = float4 (scaled.g, 0, 0, 0);
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|
output.Plane1 = float4 (scaled.b, 0, 0, 0);
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|
output.Plane2 = float4 (scaled.r, 0, 0, 0);
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|
output.Plane3 = float4 (scaled.a, 0, 0, 0);
|
||
|
return output;
|
||
|
}
|
||
|
};
|
||
|
|
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|
OUTPUT_TYPE ENTRY_POINT (PS_INPUT input)
|
||
|
{
|
||
|
SAMPLER g_sampler;
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|
CONVERTER g_converter;
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|
OUTPUT_BUILDER g_builder;
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|
return g_builder.Build (g_converter.Execute (g_sampler.Execute (input.Texture)));
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|
}
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