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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-19 19:14:20 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-19 19:14:20 +0000
commitcfd6731fa859c73c9a00defc70112592035da7f9 (patch)
treed4cb2b4f05b66d9e1d621b2e2b98be6f3d88d409 /hlsl
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')
-rw-r--r--hlsl/color.fx90
-rw-r--r--hlsl/yiq_decode.fx173
-rw-r--r--hlsl/yiq_encode.fx169
3 files changed, 358 insertions, 74 deletions
diff --git a/hlsl/color.fx b/hlsl/color.fx
index f2f3b907a83..639066b2794 100644
--- a/hlsl/color.fx
+++ b/hlsl/color.fx
@@ -55,6 +55,8 @@ uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
+uniform float YIQEnable;
+
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@@ -67,7 +69,9 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
- Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
+ float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
+ float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
+ Output.TexCoord = lerp(Input.TexCoord, TexCoord, YIQEnable);
Output.ExtraInfo = Input.ExtraInfo;
return Output;
@@ -87,16 +91,6 @@ uniform float BluFromRed = 0.0f;
uniform float BluFromGrn = 0.0f;
uniform float BluFromBlu = 1.0f;
-uniform float YfromY = 1.0f;
-uniform float YfromI = 0.0f;
-uniform float YfromQ = 0.0f;
-uniform float IfromY = 0.0f;
-uniform float IfromI = 1.0f;
-uniform float IfromQ = 0.0f;
-uniform float QfromY = 0.0f;
-uniform float QfromI = 0.0f;
-uniform float QfromQ = 1.0f;
-
uniform float RedOffset = 0.0f;
uniform float GrnOffset = 0.0f;
uniform float BluOffset = 0.0f;
@@ -111,87 +105,35 @@ uniform float BluFloor = 0.0f;
uniform float Saturation = 1.0f;
-uniform float YScale = 1.0f;
-uniform float IScale = 1.0f;
-uniform float QScale = 1.0f;
-uniform float YOffset = 0.0f;
-uniform float IOffset = 0.0f;
-uniform float QOffset = 0.0f;
-
uniform float RedPower = 2.2f;
uniform float GrnPower = 2.2f;
uniform float BluPower = 2.2f;
-uniform float YSubsampleLength = 3.0f;
-uniform float ISubsampleLength = 3.0f;
-uniform float QSubsampleLength = 3.0f;
-
float4 ps_main(PS_INPUT Input) : COLOR
{
- // -- Bandwidth Subsampling --
- float3 SubsampleWidth = float3(YSubsampleLength, ISubsampleLength, QSubsampleLength);
- SubsampleWidth = (RawWidth * 2.0f) / SubsampleWidth;
- float3 SubsampleCoord = Input.TexCoord.x;
- float3 SubsampleFrac = frac(SubsampleCoord * SubsampleWidth); // Fraction is in subsample width units!
- SubsampleCoord = (SubsampleCoord * SubsampleWidth - SubsampleFrac) / SubsampleWidth;
-
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
- float3 YTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x, Input.TexCoord.y)).rgb;
- float3 ITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y, Input.TexCoord.y)).rgb;
- float3 QTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z, Input.TexCoord.y)).rgb;
-
- float3 LastYTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x + YSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
- float3 LastITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y + ISubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
- float3 LastQTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z + QSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
-
- YTexel = lerp(YTexel, LastYTexel, SubsampleFrac.x);
- ITexel = lerp(ITexel, LastITexel, SubsampleFrac.y);
- QTexel = lerp(QTexel, LastQTexel, SubsampleFrac.z);
+ float3 OutRGB = BaseTexel.rgb;
// -- RGB Tint & Shift --
- float ShiftedRedY = dot(YTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
- float ShiftedGrnY = dot(YTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
- float ShiftedBluY = dot(YTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
- float ShiftedRedI = dot(ITexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
- float ShiftedGrnI = dot(ITexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
- float ShiftedBluI = dot(ITexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
- float ShiftedRedQ = dot(QTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
- float ShiftedGrnQ = dot(QTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
- float ShiftedBluQ = dot(QTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+ float ShiftedRed = dot(OutRGB, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrn = dot(OutRGB, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBlu = dot(OutRGB, float3(BluFromRed, BluFromGrn, BluFromBlu));
// -- RGB Offset & Scale --
float3 RGBScale = float3(RedScale, GrnScale, BluScale);
float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset);
- float3 OutTexelY = float3(ShiftedRedY, ShiftedGrnY, ShiftedBluY) * RGBScale + RGBShift;
- float3 OutTexelI = float3(ShiftedRedI, ShiftedGrnI, ShiftedBluI) * RGBScale + RGBShift;
- float3 OutTexelQ = float3(ShiftedRedQ, ShiftedGrnQ, ShiftedBluQ) * RGBScale + RGBShift;
+ float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * RGBScale + RGBShift;
// -- Saturation --
float3 Gray = float3(0.3f, 0.59f, 0.11f);
- float OutLumaY = dot(OutTexelY, Gray);
- float OutLumaI = dot(OutTexelI, Gray);
- float OutLumaQ = dot(OutTexelQ, Gray);
- float3 OutChromaY = OutTexelY - OutLumaY;
- float3 OutChromaI = OutTexelI - OutLumaI;
- float3 OutChromaQ = OutTexelQ - OutLumaQ;
- float3 SaturatedY = OutLumaY + OutChromaY * Saturation;
- float3 SaturatedI = OutLumaI + OutChromaI * Saturation;
- float3 SaturatedQ = OutLumaQ + OutChromaQ * Saturation;
+ float OutLuma = dot(OutTexel, Gray);
+ float3 OutChroma = OutTexel - OutLuma;
+ float3 Saturated = OutLuma + OutChroma * Saturation;
- // -- YIQ Convolution --
- float Y = dot(SaturatedY, float3(0.299f, 0.587f, 0.114f));
- float I = dot(SaturatedI, float3(0.595716f, -0.274453f, -0.321263f));
- float Q = dot(SaturatedQ, float3(0.211456f, -0.522591f, 0.311135f));
- Y = dot(float3(Y, I, Q), float3(YfromY, YfromI, YfromQ));
- I = dot(float3(Y, I, Q), float3(IfromY, IfromI, IfromQ));
- Q = dot(float3(Y, I, Q), float3(QfromY, QfromI, QfromQ));
- float3 OutYIQ = float3(Y, I, Q) * float3(YScale, IScale, QScale) + float3(YOffset, IOffset, QOffset);
- float3 OutRGB = float3(dot(OutYIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(OutYIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(OutYIQ, float3(1.0f, -1.1070f, 1.7046f)));
-
- OutRGB.r = pow(OutRGB.r, RedPower);
- OutRGB.g = pow(OutRGB.g, GrnPower);
- OutRGB.b = pow(OutRGB.b, BluPower);
+ OutRGB.r = pow(Saturated.r, RedPower);
+ OutRGB.g = pow(Saturated.g, GrnPower);
+ OutRGB.b = pow(Saturated.b, BluPower);
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
new file mode 100644
index 00000000000..ee5d37bfa36
--- /dev/null
+++ b/hlsl/yiq_decode.fx
@@ -0,0 +1,173 @@
+//-----------------------------------------------------------------------------
+// YIQ Decode 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;
+ float2 Coord4 : TEXCOORD4;
+ float2 Coord5 : TEXCOORD5;
+};
+
+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;
+ float2 Coord4 : TEXCOORD4;
+ float2 Coord5 : TEXCOORD5;
+};
+
+//-----------------------------------------------------------------------------
+// YIQ Decode 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 = 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);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Decode 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
+{
+ float4 OrigC = tex2D(DiffuseSampler, Input.Coord0.xy);
+ float4 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy);
+ float4 C = OrigC;
+ float4 C2 = OrigC2;
+
+ float MaxC = 2.1183f;
+ float MinC = -1.1183f;
+ float CRange = MaxC - MinC;
+
+ C = C * CRange + MinC;
+ C2 = C2 * CRange + MinC;
+
+ float PI = 3.14159265f;
+
+ float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
+ float2 Scaler = float2(RawWidth, RawHeight) * InvRatios;
+ float2 Coord0 = Input.Coord0.xy * Scaler;
+ float2 Coord1 = Input.Coord1.xy * Scaler;
+ float2 Coord2 = Input.Coord2.xy * Scaler;
+ float2 Coord3 = Input.Coord3.xy * Scaler;
+ float2 Coord4 = Input.Coord4.xy * Scaler;
+ float2 Coord5 = Input.Coord5.xy * Scaler;
+
+ float W = WValue * 2.0f;
+ float YRatio = 0.5333f;
+ 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;
+ float T3 = Coord3.x + AValue * YRatio * Coord3.y + BValue;
+ float T4 = Coord4.x + AValue * YRatio * Coord4.y + BValue;
+ float T5 = Coord5.x + AValue * YRatio * Coord5.y + BValue;
+ float4 Tc = float4(T0, T1, T2, T3);
+ float2 Tc2 = float2(T4, T5);
+
+ float Y = (C.r + C.g + C.b + C.a + C2.r + C2.g) / 6.0f;
+
+ float4 IQ = C;
+ float4 I = IQ * sin(W * Tc);
+ float4 Q = IQ * cos(W * Tc);
+ float2 IQ2 = C2;
+ float2 I2 = IQ2 * sin(W * Tc2);
+ float2 Q2 = IQ2 * cos(W * Tc2);
+
+ float Iavg = (I.r + I.g + I.b + I.a + I2.r + I2.g) / 3.0f;
+ float Qavg = (Q.r + Q.g + Q.b + Q.a + Q2.r + Q2.g) / 3.0f;
+
+ float3 YIQ = float3(Y, Iavg, Qavg);
+
+ 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);
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Decode Technique
+//-----------------------------------------------------------------------------
+
+technique DecodeTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}
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
@@ -0,0 +1,169 @@
+//-----------------------------------------------------------------------------
+// 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();
+ }
+}