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mpc_be_gap45_wh.hlsl

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  1. // $MinimumShaderProfile: ps_4_0
  2. // MPC-BE / MPC Video Renderer DX11 shader.
  3. // Assumes source contains two equal-height images stacked vertically.
  4. // Uses the common Shaders11 constant layout:
  5. // float px; float py; float2 wh;
  6. // Inserts exactly 45 black pixel lines between the two halves.
  7.  
  8. Texture2D tex : register(t0);
  9. SamplerState samp : register(s0);
  10.  
  11. cbuffer PS_CONSTANTS : register(b0)
  12. {
  13. float px;
  14. float py;
  15. float2 wh;
  16. };
  17.  
  18. float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target
  19. {
  20. float outH = wh.y;
  21. float gapNorm = 45.0 / outH;
  22. float halfOutNorm = (1.0 - gapNorm) * 0.5;
  23.  
  24. if (coord.y < halfOutNorm)
  25. {
  26. float srcY = (coord.y / halfOutNorm) * 0.5;
  27. return tex.Sample(samp, float2(coord.x, srcY));
  28. }
  29. else if (coord.y < halfOutNorm + gapNorm)
  30. {
  31. return float4(0.0, 0.0, 0.0, 1.0);
  32. }
  33. else
  34. {
  35. float srcY = 0.5 + ((coord.y - halfOutNorm - gapNorm) / halfOutNorm) * 0.5;
  36. return tex.Sample(samp, float2(coord.x, srcY));
  37. }
  38. }
  39.  
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  • Fynpexun
    5 hours
    # CSS 0.45 KB | 0 0
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