diff options
Diffstat (limited to 'hlsl/yiq_encode.fx')
-rw-r--r-- | hlsl/yiq_encode.fx | 109 |
1 files changed, 43 insertions, 66 deletions
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx index b08f6317ccc..4c659511d54 100644 --- a/hlsl/yiq_encode.fx +++ b/hlsl/yiq_encode.fx @@ -23,10 +23,7 @@ struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; - float2 Coord0 : TEXCOORD0; - float2 Coord1 : TEXCOORD1; - float2 Coord2 : TEXCOORD2; - float2 Coord3 : TEXCOORD3; + float2 TexCoord : TEXCOORD0; }; struct VS_INPUT @@ -40,40 +37,29 @@ struct VS_INPUT struct PS_INPUT { float4 Color : COLOR0; - float2 Coord0 : TEXCOORD0; - float2 Coord1 : TEXCOORD1; - float2 Coord2 : TEXCOORD2; - float2 Coord3 : TEXCOORD3; + float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // YIQ Encode Vertex Shader //----------------------------------------------------------------------------- -uniform float TargetWidth; -uniform float TargetHeight; - -uniform float2 RawDims; - -uniform float WidthRatio; -uniform float HeightRatio; +uniform float ScreenWidth; +uniform float ScreenHeight; 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.x /= ScreenWidth; + Output.Position.y /= ScreenHeight; 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; - Output.Coord0 = Input.TexCoord; - Output.Coord1 = Input.TexCoord; - Output.Coord2 = Input.TexCoord; - Output.Coord3 = Input.TexCoord; + Output.TexCoord = Input.TexCoord; return Output; } @@ -88,56 +74,47 @@ uniform float CCValue = 3.04183f; uniform float PValue = 1.0f; uniform float ScanTime = 52.6f; +uniform float2 RawDims; + +uniform float WidthRatio; +uniform float HeightRatio; + +uniform float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f); +uniform float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f); +uniform float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f); +uniform float4 OffsetX = float4(0.00f, 0.25f, 0.50f, 0.75f); + +uniform float PI = 3.1415926535f; +uniform float PI2 = 6.2831853072f; + +uniform float MaxC = 2.1183f; +uniform float MinC = -1.1183f; +uniform float CRange = 3.2366f; + float4 ps_main(PS_INPUT Input) : COLOR { - float2 Coord0 = Input.Coord0 + float2(PValue * 0.00f, 0.0f) / RawDims; - float2 Coord1 = Input.Coord1 + float2(PValue * 0.25f, 0.0f) / RawDims; - float2 Coord2 = Input.Coord2 + float2(PValue * 0.50f, 0.0f) / RawDims; - float2 Coord3 = Input.Coord3 + float2(PValue * 0.75f, 0.0f) / RawDims; - - float2 TexelOffset = 0.5f / RawDims; - float3 Texel0 = tex2D(DiffuseSampler, Coord0 + TexelOffset).rgb; - float3 Texel1 = tex2D(DiffuseSampler, Coord1 + TexelOffset).rgb; - float3 Texel2 = tex2D(DiffuseSampler, Coord2 + TexelOffset).rgb; - float3 Texel3 = tex2D(DiffuseSampler, Coord3 + TexelOffset).rgb; + float2 InvDims = 1.0f / RawDims; + float4 CoordX = float4(Input.TexCoord.x + OffsetX * InvDims.x); + float4 CoordY = Input.TexCoord.y; + + float2 TexelOffset = InvDims * 0.5f; + float4 Texel0 = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) + TexelOffset); + float4 Texel1 = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) + TexelOffset); + float4 Texel2 = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) + TexelOffset); + float4 Texel3 = tex2D(DiffuseSampler, float2(CoordX.w, CoordY.w) + TexelOffset); - float PI = 3.1415926535897932384626433832795; - float W = PI * 2.0f * CCValue * ScanTime; - float T0 = Coord0.x * WidthRatio + AValue * Coord0.y * 2.0f * (RawDims.y / HeightRatio) + BValue; - float T1 = Coord1.x * WidthRatio + AValue * Coord1.y * 2.0f * (RawDims.y / HeightRatio) + BValue; - float T2 = Coord2.x * WidthRatio + AValue * Coord2.y * 2.0f * (RawDims.y / HeightRatio) + BValue; - float T3 = Coord3.x * WidthRatio + AValue * Coord3.y * 2.0f * (RawDims.y / HeightRatio) + BValue; - - 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 = 2.1183f; - float MinC = -1.1183f; - float CRange = MaxC - MinC; + float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot)); + float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot)); + float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot)); + + float4 W = PI2 * CCValue * ScanTime; + float4 VPosition = CoordY * (RawDims.x * WidthRatio); + float4 T = CoordX * WidthRatio + VPosition + BValue; - float C0 = Y0 + I0 * cos(T0 * W) + Q0 * sin(T0 * W); - float C1 = Y1 + I1 * cos(T1 * W) + Q1 * sin(T1 * W); - float C2 = Y2 + I2 * cos(T2 * W) + Q2 * sin(T2 * W); - float C3 = Y3 + I3 * cos(T3 * W) + Q3 * sin(T3 * W); - C0 = (C0 - MinC) / CRange; - C1 = (C1 - MinC) / CRange; - C2 = (C2 - MinC) / CRange; - C3 = (C3 - MinC) / CRange; + float4 C = Y + I * cos(T * W) + Q * sin(T * W); + C = (C - MinC) / CRange; - return float4(C0, C1, C2, C3); + return C; } //----------------------------------------------------------------------------- |