; DYNAMIC: "PASS" "0..1"
ps.1.1

; NOTE: If we ever need to alpha blend this, we'll need to set the right mask to RG on the first pass and B on the second.

; premultiplied by .25 so that they fit in [-1,1] and use _x4 to scale back up.
; note that the 4th component of each isn't used and is instead in c6 and c7.
def c0, 0.29103088375, 0.3989486695, 0.0f, -0.217663765
def c1, 0.29103088375, -0.20336914075, -0.09786224375, 0.132426262
def c2, 0.29103088375, 0.0f, 0.5044555665, -0.2704172135

; masks for component selection since ps_1_1 doesn't have general write masking.
def c3, 1.0f, 0.0f, 0.0f, 1.0f
def c4, 0.0f, 1.0f, 0.0f, 0.0f
def c5, 0.0f, 0.0f, 1.0f, 0.0f

def c6, -0.217663765, 0.132426262, 0.0f, 0.0f
def c7, 0.0f, 0.0f, -0.2704172135, 0.0f

tex t0 ; Y
tex t1 ; cR
tex t2 ; cB

; could save an instruction by putting cR and cB in the same texture in the x and y components.
mul r1.rgb, c3, t0		; get Y into x
mad r1.rgb, c4, t1, r1	; get cR into y
mad r1.rgb, c5, t2, r1	; get cB into z
+mov r0.a, c3.a			; set output alpha to one. . .don't really care since we aren't alpha blending.

#if PASS == 0
; do the dot3 part of the dot4 for to convert from YcRCb->Red
dp3 t1.rgb, r1, c0
; Mask into the red channel
mul r0.rgb, t1, c3

; do the dot3 part of the dot4 for to convert from YcRCb->Green
dp3 t1.rgb, r1, c1
; Mask into the green channel
mad r0.rgb, t1, c4, r0

; Add the 4th component for the dp4 to convert from YcRCb->[Red,Green]
add_x4_sat r0.rgb, c6, r0
#endif

#if PASS == 1
; do the dot3 part of the dot4 for to convert from YcRCb->Blue
dp3 t1.rgb, r1, c2
; Mask into the blue channel
mul r0.rgb, t1, c5

; Add the 4th component for the dp4 to convert from YcRCb->Blue
add_x4_sat r0.rgb, c7, r0
#endif