/* GStreamer * Copyright (C) 2023 Seungha Yang * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ cbuffer PsAlphaFactor : register(b0, space0) { float alphaFactor; }; struct PSColorSpace { float3 CoeffX; float3 CoeffY; float3 CoeffZ; float3 Offset; float3 Min; float3 Max; float padding; }; cbuffer PsConstBuffer : register(b1, space0) { PSColorSpace preCoeff; PSColorSpace postCoeff; PSColorSpace primariesCoeff; }; #ifdef NUM_SRV_1 Texture2D shaderTexture_0 : register(t0, space0); #endif #ifdef NUM_SRV_2 Texture2D shaderTexture_0 : register(t0, space0); Texture2D shaderTexture_1 : register(t1, space0); #endif #ifdef NUM_SRV_3 Texture2D shaderTexture_0 : register(t0, space0); Texture2D shaderTexture_1 : register(t1, space0); Texture2D shaderTexture_2 : register(t2, space0); #endif #ifdef NUM_SRV_4 Texture2D shaderTexture_0 : register(t0, space0); Texture2D shaderTexture_1 : register(t1, space0); Texture2D shaderTexture_2 : register(t2, space0); Texture2D shaderTexture_3 : register(t3, space0); #endif SamplerState samplerState : register(s0, space0); #ifdef BUILD_LUT Texture1D gammaDecLUT : register(t4, space0); Texture1D gammaEncLUT : register(t5, space0); SamplerState lutSamplerState : register(s1, space0); #endif struct PS_INPUT { float4 Position: SV_POSITION; float2 Texture: TEXCOORD; }; struct PS_OUTPUT_PACKED { float4 Plane0: SV_TARGET0; }; struct PS_OUTPUT_LUMA { float4 Plane0: SV_TARGET0; }; struct PS_OUTPUT_CHROMA { float4 Plane0: SV_TARGET0; }; struct PS_OUTPUT_CHROMA_PLANAR { float4 Plane0: SV_TARGET0; float4 Plane1: SV_TARGET1; }; struct PS_OUTPUT_PLANAR { float4 Plane0: SV_TARGET0; float4 Plane1: SV_TARGET1; float4 Plane2: SV_TARGET2; }; struct PS_OUTPUT_PLANAR_FULL { float4 Plane0: SV_TARGET0; float4 Plane1: SV_TARGET1; float4 Plane2: SV_TARGET2; float4 Plane3: SV_TARGET3; }; float4 DoAlphaPremul (float4 sample) { float4 premul_tex; premul_tex.rgb = sample.rgb * sample.a; premul_tex.a = sample.a; return premul_tex; } float4 DoAlphaUnpremul (float4 sample) { float4 unpremul_tex; if (sample.a == 0 || sample.a == 1) return sample; unpremul_tex.rgb = saturate (sample.rgb / sample.a); unpremul_tex.a = sample.a; return unpremul_tex; } interface ISampler { float4 Execute (float2 uv); }; #ifdef NUM_SRV_1 class SamplerRGBA : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv); } }; class SamplerRGBAPremul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv)); } }; class SamplerRBGA : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).rbga; } }; class SamplerVUYA : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).zyxw; } }; class SamplerY410 : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).yxz, 1.0); } }; class SamplerY412 : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).grba; } }; class SamplerAYUV : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).yzwx; } }; class SamplerRGBx : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).rgb, 1.0); } }; class SamplerxRGB : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).gba, 1.0); } }; class SamplerARGB : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).gbar; } }; class SamplerxBGR : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).abg, 1.0); } }; class SamplerABGR : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).abgr; } }; class SamplerBGR10A2 : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).zyx, 1.0); } }; class SamplerBGRA64 : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).bgra; } }; class SamplerGRAY : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.y = 0.5; sample.z = 0.5; sample.a = 1.0; return sample; } }; #endif #ifdef NUM_SRV_2 class SamplerNV12 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.yz = shaderTexture_1.Sample(samplerState, uv).xy; sample.a = 1.0; return sample; } }; class SamplerNV21 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.yz = shaderTexture_1.Sample(samplerState, uv).yx; sample.a = 1.0; return sample; } }; #endif #ifdef NUM_SRV_3 class SamplerI420 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.y = shaderTexture_1.Sample(samplerState, uv).x; sample.z = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerYV12 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.z = shaderTexture_1.Sample(samplerState, uv).x; sample.y = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerI420_10 : ISampler { float4 Execute (float2 uv) { float3 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.y = shaderTexture_1.Sample(samplerState, uv).x; sample.z = shaderTexture_2.Sample(samplerState, uv).x; return float4 (saturate (sample * 64.0), 1.0); } }; class SamplerI420_12 : ISampler { float4 Execute (float2 uv) { float3 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.y = shaderTexture_1.Sample(samplerState, uv).x; sample.z = shaderTexture_2.Sample(samplerState, uv).x; return float4 (saturate (sample * 16.0), 1.0); } }; class SamplerGBR : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerGBR_10 : ISampler { float4 Execute (float2 uv) { float3 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; return float4 (saturate (sample * 64.0), 1.0); } }; class SamplerGBR_12 : ISampler { float4 Execute (float2 uv) { float3 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; return float4 (saturate (sample * 16.0), 1.0); } }; class SamplerRGBP : ISampler { float4 Execute (float2 uv) { float4 sample; sample.r = shaderTexture_0.Sample(samplerState, uv).x; sample.g = shaderTexture_1.Sample(samplerState, uv).x; sample.b = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerBGRP : ISampler { float4 Execute (float2 uv) { float4 sample; sample.b = shaderTexture_0.Sample(samplerState, uv).x; sample.g = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; #endif #ifdef NUM_SRV_4 class SamplerGBRA : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return sample; } }; class SamplerGBRA_10 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return saturate (sample * 64.0); } }; class SamplerGBRA_12 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return saturate (sample * 16.0); } }; #endif interface IConverter { float4 Execute (float4 sample); }; class ConverterIdentity : IConverter { float4 Execute (float4 sample) { return sample; } }; class ConverterRange : IConverter { float4 Execute (float4 sample) { float3 out_space; out_space.x = postCoeff.CoeffX.x * sample.x; out_space.y = postCoeff.CoeffY.y * sample.y; 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 { PS_OUTPUT_PLANAR_FULL Build (float4 sample); }; class OutputGBRA : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL 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); output.Plane3 = float4 (sample.a * alphaFactor, 0, 0, 0); return output; } }; class OutputGBRA_10 : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL output; float4 scaled; sample.a *= alphaFactor; scaled = UnormTo10bit (sample); output.Plane0 = float4 (scaled.g, 0, 0, 0); output.Plane1 = float4 (scaled.b, 0, 0, 0); output.Plane2 = float4 (scaled.r, 0, 0, 0); output.Plane3 = float4 (scaled.a, 0, 0, 0); return output; } }; class OutputGBRA_12 : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL output; float4 scaled; sample.a *= alphaFactor; scaled = UnormTo12bit (sample); output.Plane0 = float4 (scaled.g, 0, 0, 0); output.Plane1 = float4 (scaled.b, 0, 0, 0); output.Plane2 = float4 (scaled.r, 0, 0, 0); output.Plane3 = float4 (scaled.a, 0, 0, 0); return output; } }; OUTPUT_TYPE ENTRY_POINT (PS_INPUT input) { SAMPLER g_sampler; CONVERTER g_converter; OUTPUT_BUILDER g_builder; return g_builder.Build (g_converter.Execute (g_sampler.Execute (input.Texture))); }