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Diffstat (limited to 'hlsl/yiq_encode.fx')
-rw-r--r-- | hlsl/yiq_encode.fx | 169 |
1 files changed, 169 insertions, 0 deletions
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx new file mode 100644 index 00000000000..da7e095b257 --- /dev/null +++ b/hlsl/yiq_encode.fx @@ -0,0 +1,169 @@ +//----------------------------------------------------------------------------- +// YIQ Encode 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; +}; + +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; +}; + +//----------------------------------------------------------------------------- +// YIQ Encode 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 /= HeightRatio; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.x /= WidthRatio; + 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); + Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f); + Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f); + Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f); + Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f); + + return Output; +} + +//----------------------------------------------------------------------------- +// YIQ Encode 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 +{ + float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0).rgb; + float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1).rgb; + float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2).rgb; + float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3).rgb; + + // Cos goes from 1 to 0 to 1 over the course of 2PI + // Sin goes from 0 to 1 to 0 over the course of 2PI + // WValue is 4PI / 3 + // That is, 3 cycles through WValue will reuslt in 4PI being traversed, or cos() to go from 1 to 0 to 1 to 0 to 1 + // WValue appears to be the chroma carrier rate + // 1 Pixel -> 1 cycle + // WValue will cycle from 1 to 0 to 1 to 0 to 1 over 3 pixels + + + float PI = 3.14159265f; + float W = WValue; + + float T0 = Input.Coord0.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord0.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f; + float T1 = Input.Coord1.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord1.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f; + float T2 = Input.Coord2.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord2.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f; + float T3 = Input.Coord3.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord3.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f; + + 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 = 1.5957f; + //float MinC = -0.5957f; + float MaxC = 2.1183f; + float MinC = -1.1183f; + float CRange = MaxC - MinC; + + float C0 = Y0 + I0 * sin(T0 * W) + Q0 * cos(T0 * W); + float C1 = Y1 + I1 * sin(T1 * W) + Q1 * cos(T1 * W); + float C2 = Y2 + I2 * sin(T2 * W) + Q2 * cos(T2 * W); + float C3 = Y3 + I3 * sin(T3 * W) + Q3 * cos(T3 * W); + C0 = (C0 - MinC) / CRange; + C1 = (C1 - MinC) / CRange; + C2 = (C2 - MinC) / CRange; + C3 = (C3 - MinC) / CRange; + + float4 Tc = float4(T0, T1, T2, T3); + return float4(C0, C1, C2, C3); +} + +//----------------------------------------------------------------------------- +// YIQ Encode Technique +//----------------------------------------------------------------------------- + +technique EncodeTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } +} |