diff options
Diffstat (limited to 'hlsl/yiq_encode.fx')
-rw-r--r-- | hlsl/yiq_encode.fx | 21 |
1 files changed, 8 insertions, 13 deletions
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx index 4c659511d54..f87141d689b 100644 --- a/hlsl/yiq_encode.fx +++ b/hlsl/yiq_encode.fx @@ -44,19 +44,16 @@ struct PS_INPUT // YIQ Encode Vertex Shader //----------------------------------------------------------------------------- -uniform float ScreenWidth; -uniform float ScreenHeight; +uniform float2 ScreenDims; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); - Output.Position.x /= ScreenWidth; - Output.Position.y /= ScreenHeight; + Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; - Output.Position.x -= 0.5f; - Output.Position.y -= 0.5f; + Output.Position.xy -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; Output.TexCoord = Input.TexCoord; @@ -74,10 +71,8 @@ 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 float2 SourceDims; +uniform float2 SourceRect; uniform float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f); uniform float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f); @@ -93,7 +88,7 @@ uniform float CRange = 3.2366f; float4 ps_main(PS_INPUT Input) : COLOR { - float2 InvDims = 1.0f / RawDims; + float2 InvDims = 1.0f / SourceDims; float4 CoordX = float4(Input.TexCoord.x + OffsetX * InvDims.x); float4 CoordY = Input.TexCoord.y; @@ -108,8 +103,8 @@ float4 ps_main(PS_INPUT Input) : COLOR 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; + float4 VPosition = (CoordY / SourceRect.y) * (SourceDims.x * SourceRect.x); + float4 T = CoordX * SourceRect.x + VPosition + BValue; float4 C = Y + I * cos(T * W) + Q * sin(T * W); C = (C - MinC) / CRange; |