Dynamically set colors during runtime
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@@ -6,27 +6,23 @@ struct FragTexWide {
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float3 uuv : TEXCOORD0;
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};
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cbuffer ColorMatrix : register(b0) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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float2 PS(FragTexWide input) : SV_Target
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{
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// float4 color_vec_y = { 0.301f, 0.586f, 0.113f, 0.0f };
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// float4 color_vec_u = { -0.168f, -0.328f, 0.496f, 128.0f / 256.0f };
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// float4 color_vec_v = { 0.496f, 0.414f, 0.082f, 128.0f / 256.0f };
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float4 color_vec_y = { 0.299, 0.587, 0.114, 0.0625 };
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float4 color_vec_u = { -0.168736, -0.331264, 0.5, 0.5 };
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float4 color_vec_v = { 0.5, -0.418688, -0.081312, 0.5 };
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// float4 color_vec_y = { 0.2578f, 0.5039f, 0.0977, 0.0625 };
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// float4 color_vec_u = { -0.1484, 0.2891, 0.4375, 128.0f / 256.0f };
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// float4 color_vec_v = { 0.4375, -0.3672, -0.0703, 128.0f / 256.0f };
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float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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return float2(u, v);
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}
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@@ -3,12 +3,15 @@ struct VertTexPosWide {
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float4 pos : SV_POSITION;
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};
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cbuffer info : register(b0) {
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float width_i;
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};
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//--------------------------------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------------------------------
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VertTexPosWide VS(uint vI : SV_VERTEXID)
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{
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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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@@ -5,6 +5,12 @@ Texture2D image : register(t0);
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SamplerState def_sampler : register(s0);
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cbuffer ColorMatrix : register(b0) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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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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@@ -16,11 +22,8 @@ struct PS_INPUT
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//--------------------------------------------------------------------------------------
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float PS(PS_INPUT frag_in) : SV_Target
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{
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float4 color_vec_y = { 0.299, 0.587, 0.114, 0.0625 };
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float4 color_vec_u = { -0.168736, -0.331264, 0.5, 0.5 };
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float4 color_vec_v = { 0.5, -0.418688, -0.081312, 0.5 };
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
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return y;
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}
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