Texture2D image : register(t0); SamplerState def_sampler : register(s0); struct FragTexWide { float3 uuv : TEXCOORD0; }; cbuffer ColorMatrix : register(b0) { float4 color_vec_y; float4 color_vec_u; float4 color_vec_v; float2 range_y; float2 range_uv; }; // This is a fast sRGB approximation from Microsoft's ColorSpaceUtility.hlsli float3 ApplySRGBCurve(float3 x) { return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719; } float2 main_ps(FragTexWide input) : SV_Target { float3 rgb_left = ApplySRGBCurve(saturate(image.Sample(def_sampler, input.uuv.xz)).rgb); float3 rgb_right = ApplySRGBCurve(saturate(image.Sample(def_sampler, input.uuv.yz)).rgb); float3 rgb = (rgb_left + rgb_right) * 0.5; float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w; float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w; u = u * range_uv.x + range_uv.y; v = v * range_uv.x + range_uv.y; return float2(u, v); }