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-rw-r--r--hlsl/yiq_decode.fx173
1 files changed, 173 insertions, 0 deletions
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
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+++ b/hlsl/yiq_decode.fx
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+//-----------------------------------------------------------------------------
+// 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();
+ }
+}