/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "renderprogs/global.inc" uniform sampler2D samp0 : register(s0); // Y uniform sampler2D samp1 : register(s1); // Cr uniform sampler2D samp2 : register(s2); // Cb struct PS_IN { float4 position : VPOS; float2 texcoord0 : TEXCOORD0_centroid; float4 texcoord1 : TEXCOORD1_centroid; float4 color : COLOR0; }; struct PS_OUT { float4 color : COLOR; }; void main( PS_IN fragment, out PS_OUT result ) { const float3 crc = float3( 1.595794678, -0.813476563, 0 ); const float3 crb = float3( 0, -0.391448975, 2.017822266 ); const float3 adj = float3( -0.87065506, 0.529705048f, -1.081668854f ); const float3 YScalar = float3( 1.164123535f, 1.164123535f, 1.164123535f ); float Y = tex2D( samp0, fragment.texcoord0.xy ).x; float Cr = tex2D( samp1, fragment.texcoord0.xy ).x; float Cb = tex2D( samp2, fragment.texcoord0.xy ).x; float3 p = ( YScalar * Y ); p += ( crc * Cr ) + ( crb * Cb ) + adj; float4 binkImage; binkImage.xyz = p; binkImage.w = 1.0; float4 color = ( binkImage * fragment.color ) + fragment.texcoord1; result.color.xyz = color.xyz * color.w; result.color.w = color.w; }