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