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2026-08-09 04:23:10 -07:00

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{
parms {
}
state {
blend GL_ONE GL_ZERO
depthmask
twosided
depthfunc GL_ALWAYS
}
hlsl_vp {
result.position.x = dot4( vertex.position, $mvpMatrixX );
result.position.y = dot4( vertex.position, $mvpMatrixY );
result.position.z = dot4( vertex.position, $mvpMatrixZ );
result.position.w = dot4( vertex.position, $mvpMatrixW );
result.texcoord0 = float4( vertex.texcoord0.x, vertex.texcoord0.y, 0, 0 );
}
hlsl_fp {
const float3 crc = float3( 1.595794678, -0.813476563, 0 );
const float3 crb = float3( 0, -0.391448975, 2.017822266 );
const float3 adj = float3( -0.87065506, 0.529705048f, -1.081668854f );
float Y = tex2D( $binkY, fragment.texcoord0.xy ).x;
float Cr = tex2D( $binkCr, fragment.texcoord0.xy ).x;
float Cb = tex2D( $binkCb, fragment.texcoord0.xy ).x;
float3 p = _float3( Y * 1.164123535f );
p += ( crc * Cr ) + ( crb * Cb ) + adj;
result.color.xyz = p;
result.color.w = 1.0;
}
}