Render NV12 color format
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+16
-13
@@ -1,23 +1,26 @@
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//--------------------------------------------------------------------------------------
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// CombinedUVVS.hlsl
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//--------------------------------------------------------------------------------------
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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struct VertTexPosWide {
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float3 uuv : TEXCOORD;
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float4 pos : SV_POSITION;
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};
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//--------------------------------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------------------------------
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PS_INPUT VS(uint vI : SV_VERTEXID)
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VertTexPosWide VS(uint vI : SV_VERTEXID)
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{
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PS_INPUT output = (PS_INPUT)0;
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float width_i = 1.0f / 1920.0f;
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float idHigh = float(vI >> 1);
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float idLow = float(vI & uint(1));
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float2 texcoord = float2(vI & 1, vI >> 1);
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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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output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y + 0.0f) * 0.5f, 0.0f, 1.0f);
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output.Tex = texcoord;
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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 = 1.0 - idLow * 2.0;
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return output;
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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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