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SunshineDeps/win-x64/phserver/assets/shaders/directx/convert_yuv444_planar_vs.hlsl

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HLSL
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2025-10-28 13:40:25 +08:00
cbuffer rotate_texture_steps_cbuffer : register(b1) {
int rotate_texture_steps;
};
cbuffer color_matrix_cbuffer : register(b3) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
#define PLANAR_VIEWPORTS
#include "include/base_vs.hlsl"
vertex_t main_vs(uint vertex_id : SV_VertexID)
{
vertex_t output = generate_fullscreen_triangle_vertex(vertex_id % 3, float2(0, 0), rotate_texture_steps);
output.viewport = vertex_id / 3;
if (output.viewport == 0) {
output.color_vec = color_vec_y;
}
else if (output.viewport == 1) {
output.color_vec = color_vec_u;
}
else {
output.color_vec = color_vec_v;
}
return output;
}