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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/yuv.psh
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/yuv.psh')
-rw-r--r--materialsystem/stdshaders/yuv.psh23
1 files changed, 23 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/yuv.psh b/materialsystem/stdshaders/yuv.psh
new file mode 100644
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+++ b/materialsystem/stdshaders/yuv.psh
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+ps.1.1
+
+;------------------------------------------------------------------------------
+; Draw a texture . . woo hoo!
+; t0 - texture
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - texcoords
+;------------------------------------------------------------------------------
+
+def c0, 0.299f, 0.587f, 0.114f, 1.0f
+
+; Get the color from the texture
+tex t0
+
+; FIXME: This can only be implemented in dx9 (or ps1.4)
+; need to output max( r, g, b ) in all channels
+; Instead, I'm going to do the RGB->YUV conversion
+dp3 r1, c0, t0
+mov r0.rgb, r1.a
+mov r0.a, c0.a
+
+