Texture2D image : register(t0); SamplerState def_sampler : register(s0); struct FragTexWide { float3 uuv : TEXCOORD0; }; //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- float2 PS(FragTexWide input) : SV_Target { // float4 color_vec_y = { 0.301f, 0.586f, 0.113f, 0.0f }; // float4 color_vec_u = { -0.168f, -0.328f, 0.496f, 128.0f / 256.0f }; // float4 color_vec_v = { 0.496f, 0.414f, 0.082f, 128.0f / 256.0f }; float4 color_vec_y = { 0.299, 0.587, 0.114, 0.0625 }; float4 color_vec_u = { -0.168736, -0.331264, 0.5, 0.5 }; float4 color_vec_v = { 0.5, -0.418688, -0.081312, 0.5 }; // float4 color_vec_y = { 0.2578f, 0.5039f, 0.0977, 0.0625 }; // float4 color_vec_u = { -0.1484, 0.2891, 0.4375, 128.0f / 256.0f }; // float4 color_vec_v = { 0.4375, -0.3672, -0.0703, 128.0f / 256.0f }; float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb; float3 rgb_right = 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; return float2(u, v); }