summaryrefslogtreecommitdiffstatshomepage
path: root/hlsl/yiq_decode.fx
diff options
context:
space:
mode:
author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-20 07:37:34 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-20 07:37:34 +0000
commitfd7a110eba491ceaae928908d9c19b326701e314 (patch)
tree8d61c2d39985517de10825aa821a1f294f11c26e /hlsl/yiq_decode.fx
parent3126517ab3fead63e505918adbdb7323c0ed5fac (diff)
HLSL Updates [Ryan Holtz, Bat Country Entertainment]
- Re-worked render target handling to align pixels better, reducing unintentional blurring - Made major fixes to CVBS simulation, significantly increasing color saturation
Diffstat (limited to 'hlsl/yiq_decode.fx')
-rw-r--r--hlsl/yiq_decode.fx33
1 files changed, 15 insertions, 18 deletions
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
index ee5d37bfa36..4fa190ed699 100644
--- a/hlsl/yiq_decode.fx
+++ b/hlsl/yiq_decode.fx
@@ -7,9 +7,9 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
+ MipFilter = POINT;
+ MinFilter = POINT;
+ MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
@@ -70,20 +70,19 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
+ //Output.Position.x /= WidthRatio;
+ //Output.Position.y /= HeightRatio;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
- float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
- float2 Ratios = float2(WidthRatio, HeightRatio);
- float2 TexCoord = (Input.Position.xy * InvTexSize) / Ratios;
- Output.Coord0 = TexCoord + float2(0.0f / RawWidth, 0.0f);
- Output.Coord1 = TexCoord + float2(0.25f / RawWidth, 0.0f);
- Output.Coord2 = TexCoord + float2(0.5f / RawWidth, 0.0f);
- Output.Coord3 = TexCoord + float2(0.75f / RawWidth, 0.0f);
- Output.Coord4 = TexCoord + float2(1.0f / RawWidth, 0.0f);
- Output.Coord5 = TexCoord + float2(1.25f / RawWidth, 0.0f);
+ Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f);
+ Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f);
+ Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f);
+ Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
+ Output.Coord4 = Input.TexCoord + float2(1.00f / RawWidth, 0.0f);
+ Output.Coord5 = Input.TexCoord + float2(1.25f / RawWidth, 0.0f);
return Output;
}
@@ -102,6 +101,7 @@ uniform float BValue;
float4 ps_main(PS_INPUT Input) : COLOR
{
+ float2 RawDims = float2(RawWidth, RawHeight);
float4 OrigC = tex2D(DiffuseSampler, Input.Coord0.xy);
float4 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy);
float4 C = OrigC;
@@ -116,8 +116,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float PI = 3.14159265f;
- float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
- float2 Scaler = float2(RawWidth, RawHeight) * InvRatios;
+ float2 Scaler = RawDims;
float2 Coord0 = Input.Coord0.xy * Scaler;
float2 Coord1 = Input.Coord1.xy * Scaler;
float2 Coord2 = Input.Coord2.xy * Scaler;
@@ -125,8 +124,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Coord4 = Input.Coord4.xy * Scaler;
float2 Coord5 = Input.Coord5.xy * Scaler;
- float W = WValue * 2.0f;
- float YRatio = 0.5333f;
+ float W = WValue;
+ float YRatio = 1.0f;
float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue;
float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue;
float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue;
@@ -152,8 +151,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(YIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(YIQ, float3(1.0f, -1.1070f, 1.7046f)));
- // Debugging: return sin(W * Tc) * 0.5f + 0.5f;
- // Debugging: return float4(0.5f + 0.5f * sin(W * float3(T0, T2, T4)), 1.0f);
return float4(OutRGB, 1.0f);
}