libobs: Use tabs in format_conversion.effect

This commit is contained in:
jpark37 2022-05-08 13:21:32 -07:00 committed by Jim
parent e646eb4828
commit ed835810b4

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@ -503,15 +503,15 @@ float3 PSPlanar422_Reverse(FragPosWide frag_in) : TARGET
float4 PSPlanar422_10LE_Reverse(FragPosWide frag_in) : TARGET
{
float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
float cb = image1.Load(xy0_chroma).x;
float cr = image2.Load(xy0_chroma).x;
float3 yuv = float3(y, cb, cr);
yuv *= 65535. / 1023.;
float3 rgb = YUV_to_RGB(yuv);
rgb = srgb_nonlinear_to_linear(rgb);
return float4(rgb, 1.0);
float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
float cb = image1.Load(xy0_chroma).x;
float cr = image2.Load(xy0_chroma).x;
float3 yuv = float3(y, cb, cr);
yuv *= 65535. / 1023.;
float3 rgb = YUV_to_RGB(yuv);
rgb = srgb_nonlinear_to_linear(rgb);
return float4(rgb, 1.0);
}
float4 PSPlanar422A_Reverse(FragPosWide frag_in) : TARGET
@ -540,15 +540,15 @@ float3 PSPlanar444_Reverse(FragPos frag_in) : TARGET
float4 PSPlanar444_12LE_Reverse(FragPos frag_in) : TARGET
{
int3 xy0 = int3(frag_in.pos.xy, 0);
float y = image.Load(xy0).x;
float cb = image1.Load(xy0).x;
float cr = image2.Load(xy0).x;
float3 yuv = float3(y, cb, cr);
yuv *= 65535. / 4095.;
float3 rgb = YUV_to_RGB(yuv);
rgb = srgb_nonlinear_to_linear(rgb);
return float4(rgb, 1.0);
int3 xy0 = int3(frag_in.pos.xy, 0);
float y = image.Load(xy0).x;
float cb = image1.Load(xy0).x;
float cr = image2.Load(xy0).x;
float3 yuv = float3(y, cb, cr);
yuv *= 65535. / 4095.;
float3 rgb = YUV_to_RGB(yuv);
rgb = srgb_nonlinear_to_linear(rgb);
return float4(rgb, 1.0);
}
float4 PSPlanar444A_Reverse(FragPos frag_in) : TARGET
@ -565,16 +565,16 @@ float4 PSPlanar444A_Reverse(FragPos frag_in) : TARGET
float4 PSPlanar444A_12LE_Reverse(FragPos frag_in) : TARGET
{
int3 xy0 = int3(frag_in.pos.xy, 0);
float y = image.Load(xy0).x;
float cb = image1.Load(xy0).x;
float cr = image2.Load(xy0).x;
float alpha = image3.Load(xy0).x * 16.;
float3 yuv = float3(y, cb, cr);
yuv *= 65535. / 4095.;
float3 rgb = YUV_to_RGB(yuv);
rgb = srgb_nonlinear_to_linear(rgb);
return float4(rgb, alpha);
int3 xy0 = int3(frag_in.pos.xy, 0);
float y = image.Load(xy0).x;
float cb = image1.Load(xy0).x;
float cr = image2.Load(xy0).x;
float alpha = image3.Load(xy0).x * 16.;
float3 yuv = float3(y, cb, cr);
yuv *= 65535. / 4095.;
float3 rgb = YUV_to_RGB(yuv);
rgb = srgb_nonlinear_to_linear(rgb);
return float4(rgb, alpha);
}
float4 PSAYUV_Reverse(FragPos frag_in) : TARGET
@ -963,11 +963,11 @@ technique I422_Reverse
technique I210_Reverse
{
pass
{
vertex_shader = VSPosWide_Reverse(id);
pixel_shader = PSPlanar422_10LE_Reverse(frag_in);
}
pass
{
vertex_shader = VSPosWide_Reverse(id);
pixel_shader = PSPlanar422_10LE_Reverse(frag_in);
}
}
technique I42A_Reverse
@ -990,11 +990,11 @@ technique I444_Reverse
technique I412_Reverse
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSPlanar444_12LE_Reverse(frag_in);
}
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSPlanar444_12LE_Reverse(frag_in);
}
}
technique YUVA_Reverse
@ -1008,11 +1008,11 @@ technique YUVA_Reverse
technique YA2L_Reverse
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSPlanar444A_12LE_Reverse(frag_in);
}
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSPlanar444A_12LE_Reverse(frag_in);
}
}
technique AYUV_Reverse