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authorGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-23 01:53:35 +0000
committerGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-23 01:53:35 +0000
commitae9fbbe44df5e8e4469d69f075a03ce8e7579286 (patch)
tree6ea8a1dd4532edc3f84331adbb917183848dce0d /hlsl
parent93ea1ba81cc17e168b739d2f8f6c4b3c828f7129 (diff)
NTSC fixes, nw
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/phosphor.fx4
-rw-r--r--hlsl/yiq_decode.fx2
-rw-r--r--hlsl/yiq_encode.fx2
3 files changed, 4 insertions, 4 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
index fcfe6bdba53..13fc97975b4 100644
--- a/hlsl/phosphor.fx
+++ b/hlsl/phosphor.fx
@@ -79,8 +79,8 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
- Output.TexCoord = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight);
- Output.PrevCoord = Output.TexCoord + 0.5f / float2(RawWidth, RawHeight);
+ Output.TexCoord = Input.TexCoord + 0.5f * InvTexSize;
+ Output.PrevCoord = Output.TexCoord + 0.5f * InvTexSize;
return Output;
}
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
index fbb4bce8796..813c4cb441e 100644
--- a/hlsl/yiq_decode.fx
+++ b/hlsl/yiq_decode.fx
@@ -155,7 +155,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 CoordA = Input.Coord2.zw * RawDims;
float2 CoordB = Input.Coord3.zw * RawDims;
- float W = WValue;
+ float W = WValue * 2.0f;
float T0 = Coord0.x + AValue * Coord0.y + BValue;
float T1 = Coord1.x + AValue * Coord1.y + BValue;
float T2 = Coord2.x + AValue * Coord2.y + BValue;
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
index b4188e8b1fc..d89097e3032 100644
--- a/hlsl/yiq_encode.fx
+++ b/hlsl/yiq_encode.fx
@@ -107,7 +107,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Coord2 = (Input.Coord2.xy + float2(0.50f / RawWidth, 0.0f)) * Scaler;
float2 Coord3 = (Input.Coord3.xy + float2(0.75f / RawWidth, 0.0f)) * Scaler;
- float W = WValue;
+ float W = WValue * 2.0f;
float T0 = Coord0.x + AValue * Coord0.y + BValue;
float T1 = Coord1.x + AValue * Coord1.y + BValue;
float T2 = Coord2.x + AValue * Coord2.y + BValue;