moonlight-qt/app/shaders
2025-11-24 18:47:14 -06:00
..
build_hlsl.bat Handle chroma co-siting in the D3D11 shaders 2025-11-01 22:42:51 -05:00
d3d11_ayuv_pixel.fxc Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
d3d11_ayuv_pixel.hlsl Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs 2024-07-30 21:12:11 -05:00
d3d11_overlay_pixel.fxc Revert "Use a Texture2DArray in HLSL to match the SRVs" 2024-06-29 14:07:41 -05:00
d3d11_overlay_pixel.hlsl Use FP32 for position and texcoords 2022-02-13 13:41:39 -06:00
d3d11_vertex.fxc Revert "Use a Texture2DArray in HLSL to match the SRVs" 2024-06-29 14:07:41 -05:00
d3d11_vertex.hlsl Revert "Use a Texture2DArray in HLSL to match the SRVs" 2024-06-29 14:07:41 -05:00
d3d11_y410_pixel.fxc Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
d3d11_y410_pixel.hlsl Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs 2024-07-30 21:12:11 -05:00
d3d11_yuv420_pixel.fxc Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
d3d11_yuv420_pixel.hlsl Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
d3d11_yuv444_pixel_end.hlsli Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
d3d11_yuv444_pixel_start.hlsli Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
egl_nv12.frag Switch EGLRenderer to the shared functions for CSC matrix generation and chroma co-siting 2025-11-05 22:27:31 -06:00
egl_nv12.vert Begin refactoring for non-NV12 support in EGLRenderer 2021-03-21 19:20:52 -05:00
egl_opaque.frag Render DRM-PRIME frames as opaque images 2021-03-21 23:23:12 -05:00
egl_opaque.vert Render DRM-PRIME frames as opaque images 2021-03-21 23:23:12 -05:00
egl_overlay.frag Implement overlay support in EGLRenderer 2020-12-19 23:01:41 -06:00
egl_overlay.vert Implement overlay support in EGLRenderer 2020-12-19 23:01:41 -06:00
vt_renderer.metal Use correct chroma co-siting offsets in Metal 2025-11-04 23:51:39 -06:00