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-rw-r--r--hlsl/yiq_encode.fx83
1 files changed, 50 insertions, 33 deletions
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
index 97470c10d1e..c0db1cf531d 100644
--- a/hlsl/yiq_encode.fx
+++ b/hlsl/yiq_encode.fx
@@ -1,5 +1,5 @@
// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz
+// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// YIQ Encode Effect
//-----------------------------------------------------------------------------
@@ -37,7 +37,6 @@ struct VS_INPUT
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
};
struct PS_INPUT
@@ -51,6 +50,8 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
+uniform float2 SourceDims;
+uniform float2 SourceRect;
VS_OUTPUT vs_main(VS_INPUT Input)
{
@@ -58,11 +59,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
- Output.Color = Input.Color;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
+
Output.TexCoord = Input.TexCoord;
+ Output.TexCoord += 0.5f / SourceDims; // half texel offset correction (DX9)
+
+ Output.Color = Input.Color;
return Output;
}
@@ -71,51 +75,64 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// YIQ Encode Pixel Shader
//-----------------------------------------------------------------------------
-uniform float AValue = 0.0f;
-uniform float BValue = 0.0f;
-uniform float CCValue = 3.04183f;
+uniform float AValue = 0.5f;
+uniform float BValue = 0.5f;
+uniform float CCValue = 3.5975454f;
+uniform float OValue = 0.0f;
uniform float PValue = 1.0f;
-uniform float ScanTime = 52.6f;
-
-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);
-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 ScanTime = 52.6f;
+uniform float FrameOffset = 0.0f;
uniform float MaxC = 2.1183f;
uniform float MinC = -1.1183f;
uniform float CRange = 3.2366f;
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+
+static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
+static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
+static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
+static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
+
+static const float PI = 3.1415927f;
+static const float PI2 = 6.2831855f;
+
float4 ps_main(PS_INPUT Input) : COLOR
-{
+{
float2 InvDims = 1.0f / SourceDims;
- 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);
+ float2 InvPValue = float2(PValue, 0.0f) * InvDims;
+
+ float2 C0 = Input.TexCoord + InvPValue * OffsetX.x;
+ float2 C1 = Input.TexCoord + InvPValue * OffsetX.y;
+ float2 C2 = Input.TexCoord + InvPValue * OffsetX.z;
+ float2 C3 = Input.TexCoord + InvPValue * OffsetX.w;
+ float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
+ float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
+ float4 Texel0 = tex2D(DiffuseSampler, C0);
+ float4 Texel1 = tex2D(DiffuseSampler, C1);
+ float4 Texel2 = tex2D(DiffuseSampler, C2);
+ float4 Texel3 = tex2D(DiffuseSampler, C3);
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));
+
+ float BValueFrameOffset = BValue * FrameOffset;
+
+ float4 HPosition = Cx / SourceRect.x;
+ float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f;
float4 W = PI2 * CCValue * ScanTime;
- float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x);
- float4 T = CoordX / SourceRect.x + VPosition + BValue;
+ float4 T = HPosition + AValue * VPosition + BValueFrameOffset;
+ float4 TW = T * W + OValue;
- float4 C = Y + I * cos(T * W) + Q * sin(T * W);
- C = (C - MinC) / CRange;
+ float4 Encoded = Y + I * cos(TW) + Q * sin(TW);
- return C;
+ return (Encoded - MinC) / CRange;;
}
//-----------------------------------------------------------------------------