diff options
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 |
commit | cfd6731fa859c73c9a00defc70112592035da7f9 (patch) | |
tree | d4cb2b4f05b66d9e1d621b2e2b98be6f3d88d409 /hlsl | |
parent | 545a7e58c00c113af22f2d73825d91baa4cfdb90 (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.fx | 90 | ||||
-rw-r--r-- | hlsl/yiq_decode.fx | 173 | ||||
-rw-r--r-- | hlsl/yiq_encode.fx | 169 |
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(); + } +} |