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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/yuv.psh | |
| download | archived-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.psh | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/yuv.psh b/materialsystem/stdshaders/yuv.psh new file mode 100644 index 0000000..ce34ba2 --- /dev/null +++ b/materialsystem/stdshaders/yuv.psh @@ -0,0 +1,23 @@ +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 + + |