; DYNAMIC: "PASS" "0..1" ps.1.1 ; NOTE: If we ever need to alpha blend this, we'll need to set the right mask to RG on the first pass and B on the second. ; premultiplied by .25 so that they fit in [-1,1] and use _x4 to scale back up. ; note that the 4th component of each isn't used and is instead in c6 and c7. def c0, 0.29103088375, 0.3989486695, 0.0f, -0.217663765 def c1, 0.29103088375, -0.20336914075, -0.09786224375, 0.132426262 def c2, 0.29103088375, 0.0f, 0.5044555665, -0.2704172135 ; masks for component selection since ps_1_1 doesn't have general write masking. def c3, 1.0f, 0.0f, 0.0f, 1.0f def c4, 0.0f, 1.0f, 0.0f, 0.0f def c5, 0.0f, 0.0f, 1.0f, 0.0f def c6, -0.217663765, 0.132426262, 0.0f, 0.0f def c7, 0.0f, 0.0f, -0.2704172135, 0.0f tex t0 ; Y tex t1 ; cR tex t2 ; cB ; could save an instruction by putting cR and cB in the same texture in the x and y components. mul r1.rgb, c3, t0 ; get Y into x mad r1.rgb, c4, t1, r1 ; get cR into y mad r1.rgb, c5, t2, r1 ; get cB into z +mov r0.a, c3.a ; set output alpha to one. . .don't really care since we aren't alpha blending. #if PASS == 0 ; do the dot3 part of the dot4 for to convert from YcRCb->Red dp3 t1.rgb, r1, c0 ; Mask into the red channel mul r0.rgb, t1, c3 ; do the dot3 part of the dot4 for to convert from YcRCb->Green dp3 t1.rgb, r1, c1 ; Mask into the green channel mad r0.rgb, t1, c4, r0 ; Add the 4th component for the dp4 to convert from YcRCb->[Red,Green] add_x4_sat r0.rgb, c6, r0 #endif #if PASS == 1 ; do the dot3 part of the dot4 for to convert from YcRCb->Blue dp3 t1.rgb, r1, c2 ; Mask into the blue channel mul r0.rgb, t1, c5 ; Add the 4th component for the dp4 to convert from YcRCb->Blue add_x4_sat r0.rgb, c7, r0 #endif