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+/******************************************************************************
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+ Copyright (C) 2023 by Lain Bailey <lain@obsproject.com>
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+
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+ This program is free software: you can redistribute it and/or modify
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+ it under the terms of the GNU General Public License as published by
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+ the Free Software Foundation, either version 2 of the License, or
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+ (at your option) any later version.
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+
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+ This program 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
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+ GNU General Public License for more details.
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+
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+ You should have received a copy of the GNU General Public License
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+ along with this program. If not, see <http://www.gnu.org/licenses/>.
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+******************************************************************************/
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+
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+#include "color.effect"
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+
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+uniform float width;
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+uniform float height;
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+uniform float width_i;
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+uniform float height_i;
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+uniform float width_d2;
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+uniform float height_d2;
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+uniform float width_x2_i;
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+uniform float height_x2_i;
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+uniform float maximum_over_sdr_white_nits;
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+uniform float sdr_white_nits_over_maximum;
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+uniform float hlg_exponent;
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+uniform float hdr_lw;
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+uniform float hdr_lmax;
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+
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+uniform float4 color_vec0;
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+uniform float4 color_vec1;
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+uniform float4 color_vec2;
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+uniform float3 color_range_min = {0.0, 0.0, 0.0};
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+uniform float3 color_range_max = {1.0, 1.0, 1.0};
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+
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+uniform texture2d image;
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+uniform texture2d image1;
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+uniform texture2d image2;
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+uniform texture2d image3;
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+
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+sampler_state def_sampler {
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+ Filter = Linear;
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+ AddressU = Clamp;
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+ AddressV = Clamp;
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+};
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+
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+struct FragPos {
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+ float4 pos : POSITION;
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+};
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+
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+struct VertTexPos {
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+ float2 uv : TEXCOORD0;
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+ float4 pos : POSITION;
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+};
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+
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+struct VertTexTexPos {
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+ float4 uvuv : TEXCOORD0;
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+ float4 pos : POSITION;
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+};
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+
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+struct VertTexPosWide {
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+ float3 uuv : TEXCOORD0;
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+ float4 pos : POSITION;
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+};
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+
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+struct VertTexPosWideWide {
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+ float4 uuvv : TEXCOORD0;
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+ float4 pos : POSITION;
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+};
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+
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+struct FragTex {
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+ float2 uv : TEXCOORD0;
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+};
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+
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+struct FragTexTex {
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+ float4 uvuv : TEXCOORD0;
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+};
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+
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+struct FragTexWide {
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+ float3 uuv : TEXCOORD0;
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+};
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+
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+struct FragTexWideWide {
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+ float4 uuvv : TEXCOORD0;
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+};
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+
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+FragPos VSPos(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4.0 - 1.0;
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+ float y = idLow * 4.0 - 1.0;
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+
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+ FragPos vert_out;
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+ vert_out.pos = float4(x, y, 0.0, 1.0);
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+ return vert_out;
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+}
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+
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+VertTexPosWide VSTexPos_Left(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4.0 - 1.0;
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+ float y = idLow * 4.0 - 1.0;
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+
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+ float u_right = idHigh * 2.0;
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+ float u_left = u_right - width_i;
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+ float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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+
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+ VertTexPosWide vert_out;
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+ vert_out.uuv = float3(u_left, u_right, v);
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+ vert_out.pos = float4(x, y, 0.0, 1.0);
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+ return vert_out;
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+}
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+
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+VertTexPosWideWide VSTexPos_TopLeft(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4.0 - 1.0;
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+ float y = idLow * 4.0 - 1.0;
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+
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+ float u_right = idHigh * 2.0;
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+ float u_left = u_right - width_i;
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+ float v_bottom;
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+ float v_top;
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+ if (obs_glsl_compile) {
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+ v_bottom = idLow * 2.0;
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+ v_top = v_bottom + height_i;
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+ } else {
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+ v_bottom = 1.0 - idLow * 2.0;
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+ v_top = v_bottom - height_i;
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+ }
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+
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+ VertTexPosWideWide vert_out;
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+ vert_out.uuvv = float4(u_left, u_right, v_top, v_bottom);
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+ vert_out.pos = float4(x, y, 0.0, 1.0);
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+ return vert_out;
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+}
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+
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+VertTexTexPos VSPacked422Left_Reverse(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4. - 1.;
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+ float y = idLow * 4. - 1.;
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+
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+ float u = idHigh * 2.;
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+ float v = idLow * 2.;
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+ v = obs_glsl_compile ? v : (1. - v);
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+
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+ VertTexTexPos vert_out;
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+ vert_out.uvuv = float4(width_d2 * u, height * v, u + width_x2_i, v);
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+ vert_out.pos = float4(x, y, 0., 1.);
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+ return vert_out;
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+}
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+
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+VertTexPos VS420Left_Reverse(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4. - 1.;
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+ float y = idLow * 4. - 1.;
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+
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+ float u = idHigh * 2. + width_x2_i;
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+ float v = idLow * 2.;
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+ v = obs_glsl_compile ? v : (1. - v);
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+
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+ VertTexPos vert_out;
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+ vert_out.uv = float2(u, v);
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+ vert_out.pos = float4(x, y, 0., 1.);
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+ return vert_out;
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+}
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+
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+VertTexPos VS420TopLeft_Reverse(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4. - 1.;
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+ float y = idLow * 4. - 1.;
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+
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+ float u = idHigh * 2. + width_x2_i;
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+ float v = idLow * 2. - height_x2_i;
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+ v = obs_glsl_compile ? v : (1. - v);
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+
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+ VertTexPos vert_out;
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+ vert_out.uv = float2(u, v);
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+ vert_out.pos = float4(x, y, 0., 1.);
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+ return vert_out;
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+}
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+
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+VertTexPos VS422Left_Reverse(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4.0 - 1.0;
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+ float y = idLow * 4.0 - 1.0;
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+
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+ float u = idHigh * 2.0 + width_x2_i;
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+ float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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+
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+ VertTexPos vert_out;
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+ vert_out.uv = float2(u, v);
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+ vert_out.pos = float4(x, y, 0.0, 1.0);
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+ return vert_out;
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+}
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+
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+float PS_Y(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y;
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+}
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+
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+float PS_P010_PQ_Y_709_2020(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_st2084(rgb);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ y = floor(saturate(y) * 1023. + 0.5) * (64. / 65535.);
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+ return y;
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+}
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+
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+float PS_P010_HLG_Y_709_2020(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_hlg(rgb, hdr_lw);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ y = floor(saturate(y) * 1023. + 0.5) * (64. / 65535.);
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+ return y;
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+}
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+
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+float PS_P010_SRGB_Y(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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+ rgb = srgb_linear_to_nonlinear(rgb);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ y = floor(saturate(y) * 1023. + 0.5) * (64. / 65535.);
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+ return y;
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+}
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+
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+float PS_P216_PQ_Y_709_2020(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_st2084(rgb);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y;
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+}
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+
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+float PS_P216_HLG_Y_709_2020(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_hlg(rgb, hdr_lw);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y;
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+}
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+
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+float PS_P216_SRGB_Y(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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+ rgb = srgb_linear_to_nonlinear(rgb);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y;
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+}
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+
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+float PS_P416_PQ_Y_709_2020(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_st2084(rgb);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y;
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+}
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+
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+float PS_P416_HLG_Y_709_2020(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_hlg(rgb, hdr_lw);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y;
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+}
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+
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+float PS_P416_SRGB_Y(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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+ rgb = srgb_linear_to_nonlinear(rgb);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y;
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+}
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+
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+float PS_I010_PQ_Y_709_2020(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_st2084(rgb);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y * (1023. / 65535.);
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+}
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+
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+float PS_I010_HLG_Y_709_2020(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_hlg(rgb, hdr_lw);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y * (1023. / 65535.);
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+}
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+
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+float PS_I010_SRGB_Y(FragPos frag_in) : TARGET
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+{
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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+ rgb = srgb_linear_to_nonlinear(rgb);
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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+ return y * (1023. / 65535.);
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+}
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+
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+float2 PS_UV_Wide(FragTexWide frag_in) : TARGET
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+{
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+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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+ float3 rgb = (rgb_left + rgb_right) * 0.5;
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+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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+ return float2(u, v);
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+}
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+
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+float2 PS_P010_PQ_UV_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
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+{
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+ float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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+ float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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+ float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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+ float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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+ float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_st2084(rgb);
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+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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+ float2 uv = float2(u, v);
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+ uv = floor(saturate(uv) * 1023. + 0.5) * (64. / 65535.);
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+ return uv;
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+}
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+
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+float2 PS_P010_HLG_UV_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
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+{
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+ float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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+ float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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+ float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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+ float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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+ float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = linear_to_hlg(rgb, hdr_lw);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ float2 uv = float2(u, v);
|
|
|
+ uv = floor(saturate(uv) * 1023. + 0.5) * (64. / 65535.);
|
|
|
+ return uv;
|
|
|
+}
|
|
|
+
|
|
|
+float2 PS_P010_SRGB_UV_Wide(FragTexWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
|
|
|
+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
|
|
|
+ float3 rgb = (rgb_left + rgb_right) * 0.5;
|
|
|
+ rgb = srgb_linear_to_nonlinear(rgb);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ float2 uv = float2(u, v);
|
|
|
+ uv = floor(saturate(uv) * 1023. + 0.5) * (64. / 65535.);
|
|
|
+ return uv;
|
|
|
+}
|
|
|
+
|
|
|
+float2 PS_P216_PQ_UV_709_2020_Wide(FragTexWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
|
|
|
+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
|
|
|
+ float3 rgb = (rgb_left + rgb_right) * (0.5 * sdr_white_nits_over_maximum);
|
|
|
+ rgb = rec709_to_rec2020(rgb);
|
|
|
+ rgb = linear_to_st2084(rgb);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ float2 uv = float2(u, v);
|
|
|
+ return uv;
|
|
|
+}
|
|
|
+
|
|
|
+float2 PS_P216_HLG_UV_709_2020_Wide(FragTexWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
|
|
|
+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
|
|
|
+ float3 rgb = (rgb_left + rgb_right) * (0.5 * sdr_white_nits_over_maximum);
|
|
|
+ rgb = rec709_to_rec2020(rgb);
|
|
|
+ rgb = linear_to_hlg(rgb, hdr_lw);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ float2 uv = float2(u, v);
|
|
|
+ return uv;
|
|
|
+}
|
|
|
+
|
|
|
+float2 PS_P216_SRGB_UV_Wide(FragTexWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
|
|
|
+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
|
|
|
+ float3 rgb = (rgb_left + rgb_right) * 0.5;
|
|
|
+ rgb = srgb_linear_to_nonlinear(rgb);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ float2 uv = float2(u, v);
|
|
|
+ return uv;
|
|
|
+}
|
|
|
+
|
|
|
+float2 PS_P416_PQ_UV_709_2020(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
|
|
|
+ rgb = rec709_to_rec2020(rgb);
|
|
|
+ rgb = linear_to_st2084(rgb);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ float2 uv = float2(u, v);
|
|
|
+ return uv;
|
|
|
+}
|
|
|
+
|
|
|
+float2 PS_P416_HLG_UV_709_2020(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
|
|
|
+ rgb = rec709_to_rec2020(rgb);
|
|
|
+ rgb = linear_to_hlg(rgb, hdr_lw);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ float2 uv = float2(u, v);
|
|
|
+ return uv;
|
|
|
+}
|
|
|
+
|
|
|
+float2 PS_P416_SRGB_UV(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
|
|
|
+ rgb = srgb_linear_to_nonlinear(rgb);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ float2 uv = float2(u, v);
|
|
|
+ return uv;
|
|
|
+}
|
|
|
+
|
|
|
+float PS_U(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ return u;
|
|
|
+}
|
|
|
+
|
|
|
+float PS_V(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ return v;
|
|
|
+}
|
|
|
+
|
|
|
+float PS_U_Wide(FragTexWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
|
|
|
+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
|
|
|
+ float3 rgb = (rgb_left + rgb_right) * 0.5;
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ return u;
|
|
|
+}
|
|
|
+
|
|
|
+float PS_V_Wide(FragTexWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
|
|
|
+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
|
|
|
+ float3 rgb = (rgb_left + rgb_right) * 0.5;
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ return v;
|
|
|
+}
|
|
|
+
|
|
|
+float PS_I010_PQ_U_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
|
|
|
+ float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
|
|
|
+ float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
|
|
|
+ float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
|
|
|
+ float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
|
|
|
+ rgb = rec709_to_rec2020(rgb);
|
|
|
+ rgb = linear_to_st2084(rgb);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ return u * (1023. / 65535.);
|
|
|
+}
|
|
|
+
|
|
|
+float PS_I010_HLG_U_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
|
|
|
+ float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
|
|
|
+ float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
|
|
|
+ float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
|
|
|
+ float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
|
|
|
+ rgb = rec709_to_rec2020(rgb);
|
|
|
+ rgb = linear_to_hlg(rgb, hdr_lw);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ return u * (1023. / 65535.);
|
|
|
+}
|
|
|
+
|
|
|
+float PS_I010_SRGB_U_Wide(FragTexWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
|
|
|
+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
|
|
|
+ float3 rgb = (rgb_left + rgb_right) * 0.5;
|
|
|
+ rgb = srgb_linear_to_nonlinear(rgb);
|
|
|
+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
|
|
|
+ return u * (1023. / 65535.);
|
|
|
+}
|
|
|
+
|
|
|
+float PS_I010_PQ_V_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
|
|
|
+ float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
|
|
|
+ float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
|
|
|
+ float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
|
|
|
+ float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
|
|
|
+ rgb = rec709_to_rec2020(rgb);
|
|
|
+ rgb = linear_to_st2084(rgb);
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ return v * (1023. / 65535.);
|
|
|
+}
|
|
|
+
|
|
|
+float PS_I010_HLG_V_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
|
|
|
+ float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
|
|
|
+ float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
|
|
|
+ float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
|
|
|
+ float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
|
|
|
+ rgb = rec709_to_rec2020(rgb);
|
|
|
+ rgb = linear_to_hlg(rgb, hdr_lw);
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ return v * (1023. / 65535.);
|
|
|
+}
|
|
|
+
|
|
|
+float PS_I010_SRGB_V_Wide(FragTexWide frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
|
|
|
+ float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
|
|
|
+ float3 rgb = (rgb_left + rgb_right) * 0.5;
|
|
|
+ rgb = srgb_linear_to_nonlinear(rgb);
|
|
|
+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
|
+ return v * (1023. / 65535.);
|
|
|
+}
|
|
|
+
|
|
|
+float3 YUV_to_RGB(float3 yuv)
|
|
|
+{
|
|
|
+ yuv = clamp(yuv, color_range_min, color_range_max);
|
|
|
+ float r = dot(color_vec0.xyz, yuv) + color_vec0.w;
|
|
|
+ float g = dot(color_vec1.xyz, yuv) + color_vec1.w;
|
|
|
+ float b = dot(color_vec2.xyz, yuv) + color_vec2.w;
|
|
|
+ return float3(r, g, b);
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSUYVY_Reverse(FragTexTex frag_in) : TARGET
|
|
|
+{
|
|
|
+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).yw;
|
|
|
+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).zx;
|
|
|
+ float leftover = frac(frag_in.uvuv.x);
|
|
|
+ float y = (leftover < 0.5) ? y01.x : y01.y;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSYUY2_Reverse(FragTexTex frag_in) : TARGET
|
|
|
+{
|
|
|
+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).zx;
|
|
|
+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).yw;
|
|
|
+ float leftover = frac(frag_in.uvuv.x);
|
|
|
+ float y = (leftover < 0.5) ? y01.x : y01.y;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSYUY2_PQ_Reverse(FragTexTex frag_in) : TARGET
|
|
|
+{
|
|
|
+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).zx;
|
|
|
+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).yw;
|
|
|
+ float leftover = frac(frag_in.uvuv.x);
|
|
|
+ float y = (leftover < 0.5) ? y01.x : y01.y;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 pq = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSYUY2_HLG_Reverse(FragTexTex frag_in) : TARGET
|
|
|
+{
|
|
|
+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).zx;
|
|
|
+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).yw;
|
|
|
+ float leftover = frac(frag_in.uvuv.x);
|
|
|
+ float y = (leftover < 0.5) ? y01.x : y01.y;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 hlg = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSYVYU_Reverse(FragTexTex frag_in) : TARGET
|
|
|
+{
|
|
|
+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).zx;
|
|
|
+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).wy;
|
|
|
+ float leftover = frac(frag_in.uvuv.x);
|
|
|
+ float y = (leftover < 0.5) ? y01.x : y01.y;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSPlanar420_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar420_PQ_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 pq = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar420_HLG_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 hlg = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar420A_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ int3 xy0_luma = int3(frag_in.pos.xy, 0);
|
|
|
+ float y = image.Load(xy0_luma).x;
|
|
|
+ float alpha = image3.Load(xy0_luma).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float4 rgba = float4(YUV_to_RGB(yuv), alpha);
|
|
|
+ return rgba;
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSPlanar422_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar422_10LE_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ yuv *= 65535. / 1023.;
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ rgb = srgb_nonlinear_to_linear(rgb);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar422_10LE_PQ_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ yuv *= 65535. / 1023.;
|
|
|
+ float3 pq = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar422_10LE_HLG_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ yuv *= 65535. / 1023.;
|
|
|
+ float3 hlg = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar422A_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ int3 xy0_luma = int3(frag_in.pos.xy, 0);
|
|
|
+ float y = image.Load(xy0_luma).x;
|
|
|
+ float alpha = image3.Load(xy0_luma).x;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float4 rgba = float4(YUV_to_RGB(yuv), alpha);
|
|
|
+ return rgba;
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSPlanar444_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
|
+ float y = image.Load(xy0).x;
|
|
|
+ float cb = image1.Load(xy0).x;
|
|
|
+ float cr = image2.Load(xy0).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar444_12LE_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
|
+ float y = image.Load(xy0).x;
|
|
|
+ float cb = image1.Load(xy0).x;
|
|
|
+ float cr = image2.Load(xy0).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ yuv *= 65535. / 4095.;
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ rgb = srgb_nonlinear_to_linear(rgb);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar444_12LE_PQ_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
|
+ float y = image.Load(xy0).x;
|
|
|
+ float cb = image1.Load(xy0).x;
|
|
|
+ float cr = image2.Load(xy0).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ yuv *= 65535. / 4095;
|
|
|
+ float3 pq = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar444_12LE_HLG_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
|
+ float y = image.Load(xy0).x;
|
|
|
+ float cb = image1.Load(xy0).x;
|
|
|
+ float cr = image2.Load(xy0).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ yuv *= 65535. / 4095;
|
|
|
+ float3 hlg = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar444A_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
|
+ float y = image.Load(xy0).x;
|
|
|
+ float cb = image1.Load(xy0).x;
|
|
|
+ float cr = image2.Load(xy0).x;
|
|
|
+ float alpha = image3.Load(xy0).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float4 rgba = float4(YUV_to_RGB(yuv), alpha);
|
|
|
+ return rgba;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSPlanar444A_12LE_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
|
+ float y = image.Load(xy0).x;
|
|
|
+ float cb = image1.Load(xy0).x;
|
|
|
+ float cr = image2.Load(xy0).x;
|
|
|
+ float alpha = image3.Load(xy0).x * 16.;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ yuv *= 65535. / 4095.;
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ rgb = srgb_nonlinear_to_linear(rgb);
|
|
|
+ return float4(rgb, alpha);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSAYUV_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float4 yuva = image.Load(int3(frag_in.pos.xy, 0));
|
|
|
+ float4 rgba = float4(YUV_to_RGB(yuva.xyz), yuva.a);
|
|
|
+ return rgba;
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSNV12_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSNV12_PQ_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 pq = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSNV12_HLG_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 hlg = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSI010_SRGB_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float ratio = 65535. / 1023.;
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x * ratio;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x * ratio;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ rgb = srgb_nonlinear_to_linear(rgb);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSI010_PQ_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float ratio = 65535. / 1023.;
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x * ratio;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x * ratio;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 pq = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSI010_HLG_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float ratio = 65535. / 1023.;
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x * ratio;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x * ratio;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 hlg = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSP010_SRGB_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
+ float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
|
+ float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
|
+ float3 yuv = yuv_1023 / 1023.;
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ rgb = srgb_nonlinear_to_linear(rgb);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSP010_PQ_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
+ float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
|
+ float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
|
+ float3 yuv = yuv_1023 / 1023.;
|
|
|
+ float3 pq = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSP010_HLG_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
+ float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
|
+ float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
|
+ float3 yuv = yuv_1023 / 1023.;
|
|
|
+ float3 hlg = YUV_to_RGB(yuv);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float3 compute_v210_reverse(float2 pos)
|
|
|
+{
|
|
|
+ uint x = uint(pos.x);
|
|
|
+ uint packed_x = x % 6u;
|
|
|
+ uint base_x = x / 6u * 4u;
|
|
|
+ float y, cb, cr;
|
|
|
+ if (packed_x == 0u)
|
|
|
+ {
|
|
|
+ float3 word0_rgb = image.Load(int3(base_x, pos.y, 0)).rgb;
|
|
|
+ y = word0_rgb.y;
|
|
|
+ cb = word0_rgb.x;
|
|
|
+ cr = word0_rgb.z;
|
|
|
+ }
|
|
|
+ else if (packed_x == 1u)
|
|
|
+ {
|
|
|
+ float2 word0_rb = image.Load(int3(base_x, pos.y, 0)).rb;
|
|
|
+ float2 word1_rg = image.Load(int3(base_x + 1u, pos.y, 0)).rg;
|
|
|
+ y = word1_rg.x;
|
|
|
+ cb = (word0_rb.x + word1_rg.y) * 0.5;
|
|
|
+ cr = (word0_rb.y + image.Load(int3(base_x + 2u, pos.y, 0)).r) * 0.5;
|
|
|
+ }
|
|
|
+ else if (packed_x == 2u)
|
|
|
+ {
|
|
|
+ float2 word1_gb = image.Load(int3(base_x + 1u, pos.y, 0)).gb;
|
|
|
+ y = word1_gb.y;
|
|
|
+ cb = word1_gb.x;
|
|
|
+ cr = image.Load(int3(base_x + 2u, pos.y, 0)).r;
|
|
|
+ }
|
|
|
+ else if (packed_x == 3u)
|
|
|
+ {
|
|
|
+ float2 word2_rb = image.Load(int3(base_x + 2u, pos.y, 0)).rb;
|
|
|
+ y = image.Load(int3(base_x + 2u, pos.y, 0)).g;
|
|
|
+ cb = (image.Load(int3(base_x + 1u, pos.y, 0)).g + word2_rb.y) * 0.5;
|
|
|
+ cr = (word2_rb.x + image.Load(int3(base_x + 3u, pos.y, 0)).g) * 0.5;
|
|
|
+ }
|
|
|
+ else if (packed_x == 4u)
|
|
|
+ {
|
|
|
+ float2 word3_rg = image.Load(int3(base_x + 3u, pos.y, 0)).rg;
|
|
|
+ y = word3_rg.x;
|
|
|
+ cb = image.Load(int3(base_x + 2u, pos.y, 0)).b;
|
|
|
+ cr = word3_rg.y;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ float2 word3_gb = image.Load(int3(base_x + 3u, pos.y, 0)).gb;
|
|
|
+ y = word3_gb.y;
|
|
|
+ cb = image.Load(int3(base_x + 2u, pos.y, 0)).b;
|
|
|
+ cr = word3_gb.x;
|
|
|
+ uint base_x_4 = base_x + 4u;
|
|
|
+ if ((pos.x + 1.) < width)
|
|
|
+ {
|
|
|
+ float2 word4_gb = image.Load(int3(base_x + 4u, pos.y, 0)).rb;
|
|
|
+ cb = (cb + word4_gb.x) * 0.5;
|
|
|
+ cr = (cr + word4_gb.y) * 0.5;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ float3 yuv_65535 = floor(float3(y, cb, cr) * 65535. + 0.5);
|
|
|
+ float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
|
+ float3 yuv = yuv_1023 / 1023.;
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSV210_SRGB_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb = compute_v210_reverse(frag_in.pos.xy);
|
|
|
+ rgb = srgb_nonlinear_to_linear(rgb);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSV210_PQ_2020_709_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 pq = compute_v210_reverse(frag_in.pos.xy);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSV210_HLG_2020_709_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 hlg = compute_v210_reverse(frag_in.pos.xy);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSY800_Limited(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float limited = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float full = (255.0 / 219.0) * limited - (16.0 / 219.0);
|
|
|
+ return float3(full, full, full);
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSY800_Full(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 full = image.Load(int3(frag_in.pos.xy, 0)).xxx;
|
|
|
+ return full;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSRGB_Limited(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float4 rgba = image.Load(int3(frag_in.pos.xy, 0));
|
|
|
+ rgba.rgb = (255.0 / 219.0) * rgba.rgb - (16.0 / 219.0);
|
|
|
+ return rgba;
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSBGR3_Limited(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float x = frag_in.pos.x * 3.0;
|
|
|
+ float y = frag_in.pos.y;
|
|
|
+ float b = image.Load(int3(x - 1.0, y, 0)).x;
|
|
|
+ float g = image.Load(int3(x, y, 0)).x;
|
|
|
+ float r = image.Load(int3(x + 1.0, y, 0)).x;
|
|
|
+ float3 rgb = float3(r, g, b);
|
|
|
+ rgb = (255.0 / 219.0) * rgb - (16.0 / 219.0);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float3 PSBGR3_Full(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float x = frag_in.pos.x * 3.0;
|
|
|
+ float y = frag_in.pos.y;
|
|
|
+ float b = image.Load(int3(x - 1.0, y, 0)).x;
|
|
|
+ float g = image.Load(int3(x, y, 0)).x;
|
|
|
+ float r = image.Load(int3(x + 1.0, y, 0)).x;
|
|
|
+ float3 rgb = float3(r, g, b);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float3 compute_r10l_reverse(float2 pos, bool limited)
|
|
|
+{
|
|
|
+ float4 xyzw = image.Load(int3(pos, 0)).bgra;
|
|
|
+ uint4 xyzw255 = uint4(mad(xyzw, 255., 0.5));
|
|
|
+ uint r = ((xyzw255.z & 0xC0u) >> 6) | (xyzw255.w << 2);
|
|
|
+ uint g = ((xyzw255.y & 0xFu) >> 4) | ((xyzw255.z & 0x3Fu) << 4);
|
|
|
+ uint b = (xyzw255.x >> 2) | ((xyzw255.y & 0xFu) << 6);
|
|
|
+ float3 rgb = float3(uint3(r, g, b));
|
|
|
+ if (limited)
|
|
|
+ {
|
|
|
+ rgb = mad(rgb, 1. / 876., -16. / 219.);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ rgb /= 1023.;
|
|
|
+ }
|
|
|
+
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSR10L_SRGB_Full_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb = compute_r10l_reverse(frag_in.pos.xy, false);
|
|
|
+ rgb = srgb_nonlinear_to_linear(rgb);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSR10L_PQ_2020_709_Full_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 pq = compute_r10l_reverse(frag_in.pos.xy, false);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSR10L_HLG_2020_709_Full_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 hlg = compute_r10l_reverse(frag_in.pos.xy, false);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSR10L_SRGB_Limited_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 rgb = compute_r10l_reverse(frag_in.pos.xy, true);
|
|
|
+ rgb = srgb_nonlinear_to_linear(rgb);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSR10L_PQ_2020_709_Limited_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 pq = compute_r10l_reverse(frag_in.pos.xy, true);
|
|
|
+ float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSR10L_HLG_2020_709_Limited_Reverse(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float3 hlg = compute_r10l_reverse(frag_in.pos.xy, true);
|
|
|
+ float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
|
+ float3 rgb = rec2020_to_rec709(hdr2020);
|
|
|
+ return float4(rgb, 1.);
|
|
|
+}
|
|
|
+
|
|
|
+technique Planar_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_Y(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique Planar_U
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_U(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique Planar_V
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_V(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique Planar_U_Left
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_U_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique Planar_V_Left
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_V_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique NV12_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_Y(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique NV12_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_UV_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_PQ_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_I010_PQ_Y_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_HLG_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_I010_HLG_Y_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_SRGB_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_I010_SRGB_Y(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_PQ_U
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_TopLeft(id);
|
|
|
+ pixel_shader = PS_I010_PQ_U_709_2020_WideWide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_HLG_U
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_TopLeft(id);
|
|
|
+ pixel_shader = PS_I010_HLG_U_709_2020_WideWide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_SRGB_U
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_I010_SRGB_U_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_PQ_V
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_TopLeft(id);
|
|
|
+ pixel_shader = PS_I010_PQ_V_709_2020_WideWide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_HLG_V
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_TopLeft(id);
|
|
|
+ pixel_shader = PS_I010_HLG_V_709_2020_WideWide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_SRGB_V
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_I010_SRGB_V_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_PQ_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P010_PQ_Y_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_HLG_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P010_HLG_Y_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_SRGB_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P010_SRGB_Y(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_PQ_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_TopLeft(id);
|
|
|
+ pixel_shader = PS_P010_PQ_UV_709_2020_WideWide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_HLG_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_TopLeft(id);
|
|
|
+ pixel_shader = PS_P010_HLG_UV_709_2020_WideWide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_SRGB_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_P010_SRGB_UV_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P216_PQ_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P216_PQ_Y_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P216_HLG_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P216_HLG_Y_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P216_SRGB_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P216_SRGB_Y(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P216_PQ_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_P216_PQ_UV_709_2020_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P216_HLG_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_P216_HLG_UV_709_2020_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P216_SRGB_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
+ pixel_shader = PS_P216_SRGB_UV_Wide(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P416_PQ_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P416_PQ_Y_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P416_HLG_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P416_HLG_Y_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P416_SRGB_Y
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P416_SRGB_Y(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P416_PQ_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P416_PQ_UV_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P416_HLG_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P416_HLG_UV_709_2020(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P416_SRGB_UV
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PS_P416_SRGB_UV(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique UYVY_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
+ pixel_shader = PSUYVY_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique YUY2_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
+ pixel_shader = PSYUY2_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique YUY2_PQ_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
+ pixel_shader = PSYUY2_PQ_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique YUY2_HLG_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
+ pixel_shader = PSYUY2_HLG_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique YVYU_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
+ pixel_shader = PSYVYU_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I420_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar420_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I420_PQ_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar420_PQ_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I420_HLG_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar420_HLG_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I40A_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar420A_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I422_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS422Left_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar422_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I210_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS422Left_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar422_10LE_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I210_PQ_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS422Left_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar422_10LE_PQ_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I210_HLG_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS422Left_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar422_10LE_HLG_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I42A_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS422Left_Reverse(id);
|
|
|
+ pixel_shader = PSPlanar422A_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I444_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSPlanar444_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I412_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSPlanar444_12LE_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I412_PQ_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSPlanar444_12LE_PQ_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I412_HLG_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSPlanar444_12LE_HLG_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique YUVA_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSPlanar444A_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique YA2L_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSPlanar444A_12LE_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique AYUV_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSAYUV_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique NV12_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
+ pixel_shader = PSNV12_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique NV12_PQ_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
+ pixel_shader = PSNV12_PQ_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique NV12_HLG_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
+ pixel_shader = PSNV12_HLG_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_SRGB_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
+ pixel_shader = PSI010_SRGB_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_PQ_2020_709_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
+ pixel_shader = PSI010_PQ_2020_709_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique I010_HLG_2020_709_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
+ pixel_shader = PSI010_HLG_2020_709_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_SRGB_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
+ pixel_shader = PSP010_SRGB_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_PQ_2020_709_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
+ pixel_shader = PSP010_PQ_2020_709_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique P010_HLG_2020_709_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
+ pixel_shader = PSP010_HLG_2020_709_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique V210_SRGB_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSV210_SRGB_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique V210_PQ_2020_709_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSV210_PQ_2020_709_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique V210_HLG_2020_709_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSV210_HLG_2020_709_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique Y800_Limited
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSY800_Limited(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique Y800_Full
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSY800_Full(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique RGB_Limited
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSRGB_Limited(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique BGR3_Limited
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSBGR3_Limited(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique BGR3_Full
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSBGR3_Full(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique R10L_SRGB_Full_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSR10L_SRGB_Full_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique R10L_PQ_2020_709_Full_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSR10L_PQ_2020_709_Full_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique R10L_HLG_2020_709_Full_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSR10L_HLG_2020_709_Full_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique R10L_SRGB_Limited_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSR10L_SRGB_Limited_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique R10L_PQ_2020_709_Limited_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSR10L_PQ_2020_709_Limited_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique R10L_HLG_2020_709_Limited_Reverse
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
+ pixel_shader = PSR10L_HLG_2020_709_Limited_Reverse(frag_in);
|
|
|
+ }
|
|
|
+}
|