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authorGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-19 19:14:20 +0000
committerGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-19 19:14:20 +0000
commitcfd6731fa859c73c9a00defc70112592035da7f9 (patch)
treed4cb2b4f05b66d9e1d621b2e2b98be6f3d88d409 /hlsl/yiq_encode.fx
parent545a7e58c00c113af22f2d73825d91baa4cfdb90 (diff)
HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg]
- The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning. - Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off. - More authentic NTSC dot crawl and bandwidth limiting.
Diffstat (limited to 'hlsl/yiq_encode.fx')
-rw-r--r--hlsl/yiq_encode.fx169
1 files changed, 169 insertions, 0 deletions
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
new file mode 100644
index 00000000000..da7e095b257
--- /dev/null
+++ b/hlsl/yiq_encode.fx
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+//-----------------------------------------------------------------------------
+// YIQ Encode Effect
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 Coord0 : TEXCOORD0;
+ float2 Coord1 : TEXCOORD1;
+ float2 Coord2 : TEXCOORD2;
+ float2 Coord3 : TEXCOORD3;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 Coord0 : TEXCOORD0;
+ float2 Coord1 : TEXCOORD1;
+ float2 Coord2 : TEXCOORD2;
+ float2 Coord3 : TEXCOORD3;
+};
+
+//-----------------------------------------------------------------------------
+// YIQ Encode Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.x /= TargetWidth;
+ Output.Position.y /= TargetHeight;
+ Output.Position.y /= HeightRatio;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.x /= WidthRatio;
+ 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);
+ 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);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Encode Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float YSubsampleLength = 3.0f;
+uniform float ISubsampleLength = 3.0f;
+uniform float QSubsampleLength = 3.0f;
+
+uniform float WValue;
+uniform float AValue;
+uniform float BValue;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0).rgb;
+ float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1).rgb;
+ float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2).rgb;
+ float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3).rgb;
+
+ // Cos goes from 1 to 0 to 1 over the course of 2PI
+ // Sin goes from 0 to 1 to 0 over the course of 2PI
+ // WValue is 4PI / 3
+ // That is, 3 cycles through WValue will reuslt in 4PI being traversed, or cos() to go from 1 to 0 to 1 to 0 to 1
+ // WValue appears to be the chroma carrier rate
+ // 1 Pixel -> 1 cycle
+ // WValue will cycle from 1 to 0 to 1 to 0 to 1 over 3 pixels
+
+
+ float PI = 3.14159265f;
+ float W = WValue;
+
+ float T0 = Input.Coord0.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord0.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+ float T1 = Input.Coord1.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord1.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+ float T2 = Input.Coord2.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord2.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+ float T3 = Input.Coord3.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord3.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+
+ float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f));
+ float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q0 = dot(Texel0, float3(0.211456f, -0.522591f, 0.311135f));
+
+ float Y1 = dot(Texel1, float3(0.299f, 0.587f, 0.114f));
+ float I1 = dot(Texel1, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q1 = dot(Texel1, float3(0.211456f, -0.522591f, 0.311135f));
+
+ float Y2 = dot(Texel2, float3(0.299f, 0.587f, 0.114f));
+ float I2 = dot(Texel2, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q2 = dot(Texel2, float3(0.211456f, -0.522591f, 0.311135f));
+
+ float Y3 = dot(Texel3, float3(0.299f, 0.587f, 0.114f));
+ float I3 = dot(Texel3, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q3 = dot(Texel3, float3(0.211456f, -0.522591f, 0.311135f));
+
+ //float MaxC = 1.5957f;
+ //float MinC = -0.5957f;
+ float MaxC = 2.1183f;
+ float MinC = -1.1183f;
+ float CRange = MaxC - MinC;
+
+ float C0 = Y0 + I0 * sin(T0 * W) + Q0 * cos(T0 * W);
+ float C1 = Y1 + I1 * sin(T1 * W) + Q1 * cos(T1 * W);
+ float C2 = Y2 + I2 * sin(T2 * W) + Q2 * cos(T2 * W);
+ float C3 = Y3 + I3 * sin(T3 * W) + Q3 * cos(T3 * W);
+ C0 = (C0 - MinC) / CRange;
+ C1 = (C1 - MinC) / CRange;
+ C2 = (C2 - MinC) / CRange;
+ C3 = (C3 - MinC) / CRange;
+
+ float4 Tc = float4(T0, T1, T2, T3);
+ return float4(C0, C1, C2, C3);
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Encode Technique
+//-----------------------------------------------------------------------------
+
+technique EncodeTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}