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3 changes: 3 additions & 0 deletions
3
src_assets/windows/assets/shaders/directx/convert_yuv444_packed_ps_linear.hlsl
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#include "include/convert_linear_base.hlsl" | ||
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#include "include/convert_yuv444_ps_base.hlsl" |
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src_assets/windows/assets/shaders/directx/convert_yuv444_packed_ps_srgb.hlsl
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#include "include/convert_srgb_base.hlsl" | ||
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#include "include/convert_yuv444_ps_base.hlsl" |
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src_assets/windows/assets/shaders/directx/convert_yuv444_packed_vs.hlsl
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cbuffer rotate_texture_steps_cbuffer : register(b1) { | ||
int rotate_texture_steps; | ||
}; | ||
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#include "include/base_vs.hlsl" | ||
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vertex_t main_vs(uint vertex_id : SV_VertexID) | ||
{ | ||
return generate_fullscreen_triangle_vertex(vertex_id, rotate_texture_steps); | ||
} |
4 changes: 4 additions & 0 deletions
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src_assets/windows/assets/shaders/directx/convert_yuv444_planar_ps_linear.hlsl
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#include "include/convert_linear_base.hlsl" | ||
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#define MULTIVIEW | ||
#include "include/convert_yuv444_ps_base.hlsl" |
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src_assets/windows/assets/shaders/directx/convert_yuv444_planar_ps_perceptual_quantizer.hlsl
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#include "include/convert_perceptual_quantizer_base.hlsl" | ||
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#define MULTIVIEW | ||
#include "include/convert_yuv444_ps_base.hlsl" |
4 changes: 4 additions & 0 deletions
4
src_assets/windows/assets/shaders/directx/convert_yuv444_planar_ps_srgb.hlsl
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#include "include/convert_srgb_base.hlsl" | ||
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#define MULTIVIEW | ||
#include "include/convert_yuv444_ps_base.hlsl" |
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src_assets/windows/assets/shaders/directx/convert_yuv444_planar_vs.hlsl
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cbuffer rotate_texture_steps_cbuffer : register(b1) { | ||
int rotate_texture_steps; | ||
}; | ||
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#define MULTIVIEW | ||
#include "include/base_vs.hlsl" | ||
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vertex_t main_vs(uint vertex_id : SV_VertexID) | ||
{ | ||
return generate_fullscreen_triangle_vertex(vertex_id, rotate_texture_steps); | ||
} |
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