diff options
Diffstat (limited to 'hlsl')
-rw-r--r-- | hlsl/bloom.fx | 88 | ||||
-rw-r--r-- | hlsl/color.fx | 10 | ||||
-rw-r--r-- | hlsl/deconverge.fx | 72 | ||||
-rw-r--r-- | hlsl/downsample.fx | 30 | ||||
-rw-r--r-- | hlsl/focus.fx | 2 | ||||
-rw-r--r-- | hlsl/phosphor.fx | 4 | ||||
-rw-r--r-- | hlsl/post.fx | 23 | ||||
-rw-r--r-- | hlsl/prescale.fx | 22 | ||||
-rw-r--r-- | hlsl/yiq_decode.fx | 19 | ||||
-rw-r--r-- | hlsl/yiq_encode.fx | 28 |
10 files changed, 146 insertions, 152 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx index cf8b603cece..aa856118e1b 100644 --- a/hlsl/bloom.fx +++ b/hlsl/bloom.fx @@ -124,7 +124,7 @@ sampler DiffuseSampler9 = sampler_state AddressW = CLAMP; }; -sampler DiffuseSampler10 = sampler_state +sampler DiffuseSamplerA = sampler_state { Texture = <DiffuseK>; MipFilter = LINEAR; @@ -143,7 +143,12 @@ struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 TexCoord01 : TEXCOORD0; + float4 TexCoord23 : TEXCOORD1; + float4 TexCoord45 : TEXCOORD2; + float4 TexCoord67 : TEXCOORD3; + float4 TexCoord89 : TEXCOORD4; + float2 TexCoordA : TEXCOORD5; }; struct VS_INPUT @@ -156,7 +161,12 @@ struct VS_INPUT struct PS_INPUT { float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 TexCoord01 : TEXCOORD0; + float4 TexCoord23 : TEXCOORD1; + float4 TexCoord45 : TEXCOORD2; + float4 TexCoord67 : TEXCOORD3; + float4 TexCoord89 : TEXCOORD4; + float2 TexCoordA : TEXCOORD5; }; //----------------------------------------------------------------------------- @@ -164,18 +174,7 @@ struct PS_INPUT //----------------------------------------------------------------------------- uniform float2 TargetSize; - -uniform float DiffuseScaleA; -uniform float DiffuseScaleB; -uniform float DiffuseScaleC; -uniform float DiffuseScaleD; -uniform float DiffuseScaleE; -uniform float DiffuseScaleF; -uniform float DiffuseScaleG; -uniform float DiffuseScaleH; -uniform float DiffuseScaleI; -uniform float DiffuseScaleJ; -uniform float DiffuseScaleK; +uniform float2 SourceSize; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -188,7 +187,18 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.xy *= float2(2.0f, 2.0f); Output.Color = Input.Color; float2 inversePixel = 1.0f / TargetSize; - Output.TexCoord = Input.Position.xy * inversePixel; + float2 TexCoord = Input.Position.xy * inversePixel + float2(0.5f, 0.5f) * inversePixel; + Output.TexCoord01.xy = TexCoord; + Output.TexCoord01.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.5f; + Output.TexCoord23.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.25f; + Output.TexCoord23.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.125f; + Output.TexCoord45.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0625f; + Output.TexCoord45.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.03125f; + Output.TexCoord67.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.015625f; + Output.TexCoord67.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0078125f; + Output.TexCoord89.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.00390625f; + Output.TexCoord89.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.001953125f; + Output.TexCoordA = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0009765625f; return Output; } @@ -197,21 +207,39 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Bloom Pixel Shader //----------------------------------------------------------------------------- +uniform float4 Level0123Weight; +uniform float4 Level4567Weight; +uniform float3 Level89AWeight; + float4 ps_main(PS_INPUT Input) : COLOR { - float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb * DiffuseScaleA * 1.00f; - float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb * DiffuseScaleB * 0.95f; - float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb * DiffuseScaleC * 0.85f; - float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb * DiffuseScaleD * 0.75f; - float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb * DiffuseScaleE * 0.65f; - float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb * DiffuseScaleF * 0.55f; - float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb * DiffuseScaleG * 0.45f; - float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb * DiffuseScaleH * 0.35f; - float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb * DiffuseScaleI * 0.25f; - float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb * DiffuseScaleJ * 0.15f; - float3 texel10 = tex2D(DiffuseSampler10, Input.TexCoord).rgb * DiffuseScaleK * 0.10f; - return float4(texel0 + texel1 + texel2 + texel3 + texel4 + - texel5 + texel6 + texel7 + texel8 + texel9 + texel10, 1.0f); + float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord01.xy).rgb; + float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord01.zw).rgb; + float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord23.xy).rgb; + float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord23.zw).rgb; + float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord45.xy).rgb; + float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord45.zw).rgb; + float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord67.xy).rgb; + float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord67.zw).rgb; + float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord89.xy).rgb; + float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb; + float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb; + + texel0 = texel0 * Level0123Weight.x; // 1.0f; + texel1 = texel1 * Level0123Weight.y; // 0.21f; + texel2 = texel2 * Level0123Weight.z; // 0.19f; + texel3 = texel3 * Level0123Weight.w; // 0.17f; + texel4 = texel4 * Level4567Weight.x; // 0.15f; + texel5 = texel5 * Level4567Weight.y; // 0.14f; + texel6 = texel6 * Level4567Weight.z; // 0.13f; + texel7 = texel7 * Level4567Weight.w; // 0.12f; + texel8 = texel8 * Level89AWeight.x; // 0.11f; + texel9 = texel9 * Level89AWeight.y; // 0.10f; + texelA = texelA * Level89AWeight.z; // 0.09f; + + float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + + texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); + return sum; } //----------------------------------------------------------------------------- @@ -234,7 +262,7 @@ technique TestTechnique Sampler[7] = <DiffuseSampler7>; // 16x16 Sampler[8] = <DiffuseSampler8>; // 8x8 Sampler[9] = <DiffuseSampler9>; // 4x4 - Sampler[10] = <DiffuseSampler10>; // 2x2 + Sampler[10] = <DiffuseSamplerA>; // 2x2 VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); diff --git a/hlsl/color.fx b/hlsl/color.fx index 5e62dbd6d9f..e22bd17634b 100644 --- a/hlsl/color.fx +++ b/hlsl/color.fx @@ -46,11 +46,7 @@ struct PS_INPUT uniform float TargetWidth; uniform float TargetHeight; -uniform float RawWidth; -uniform float RawHeight; - -uniform float WidthRatio; -uniform float HeightRatio; +uniform float2 RawDims; uniform float YIQEnable; @@ -58,7 +54,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight); + float2 invDims = 1.0f / RawDims; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; @@ -67,7 +63,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; - Output.TexCoord = Input.TexCoord + float2(0.5f, 0.5f) * invDims; + Output.TexCoord = Input.TexCoord + 0.5f * invDims; return Output; } diff --git a/hlsl/deconverge.fx b/hlsl/deconverge.fx index 7121fe07b46..3943b2666cd 100644 --- a/hlsl/deconverge.fx +++ b/hlsl/deconverge.fx @@ -23,6 +23,9 @@ struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; + //float2 RedCoord : TEXCOORD0; + //float2 GrnCoord : TEXCOORD1; + //float2 BluCoord : TEXCOORD2; float3 CoordX : TEXCOORD0; float3 CoordY : TEXCOORD1; float2 TexCoord : TEXCOORD2; @@ -38,6 +41,9 @@ struct VS_INPUT struct PS_INPUT { float4 Color : COLOR0; + //float2 RedCoord : TEXCOORD0; + //float2 GrnCoord : TEXCOORD1; + //float2 BluCoord : TEXCOORD2; float3 CoordX : TEXCOORD0; float3 CoordY : TEXCOORD1; float2 TexCoord : TEXCOORD2; @@ -53,11 +59,9 @@ uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f); uniform float TargetWidth; uniform float TargetHeight; -uniform float RawWidth; -uniform float RawHeight; +uniform float2 RawDims; -uniform float WidthRatio; -uniform float HeightRatio; +uniform float2 SizeRatio; uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f); uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f); @@ -68,9 +72,8 @@ VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - float2 TargetRawRatio = float2(TargetWidth / RawWidth, TargetWidth / RawWidth); - float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight); - float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio); + float2 invDims = 1.0f / RawDims; + float2 Ratios = SizeRatio; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; @@ -81,8 +84,19 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Color = Input.Color; float2 TexCoord = Input.TexCoord; - Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / RawWidth) + 0.5f) * Ratios.x + ConvergeX * invDims.x; - Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / RawHeight) + 0.5f) * Ratios.y + ConvergeY * invDims.y; + float2 RadialRed = float2(RadialConvergeX.x, RadialConvergeY.x); + float2 RadialGrn = float2(RadialConvergeX.y, RadialConvergeY.y); + float2 RadialBlu = float2(RadialConvergeX.z, RadialConvergeY.z); + float2 ConvergeRed = float2(ConvergeX.x, ConvergeY.x); + float2 ConvergeGrn = float2(ConvergeX.y, ConvergeY.y); + float2 ConvergeBlu = float2(ConvergeX.z, ConvergeY.z); + float2 ScaledRatio = ((TexCoord * SizeRatio) - 0.5f); + + Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / RawDims.x) + 0.5f) * Ratios.x + ConvergeX * invDims.x; + Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / RawDims.y) + 0.5f) * Ratios.y + ConvergeY * invDims.y; + //Output.RedCoord = (ScaledRatio * (1.0f + RadialRed / RawDims) + 0.5f) * SizeRatio + ConvergeRed * invDims; + //Output.GrnCoord = (ScaledRatio * (1.0f + RadialGrn / RawDims) + 0.5f) * SizeRatio + ConvergeGrn * invDims; + //Output.BluCoord = (ScaledRatio * (1.0f + RadialBlu / RawDims) + 0.5f) * SizeRatio + ConvergeBlu * invDims; Output.TexCoord = TexCoord; return Output; @@ -94,39 +108,15 @@ VS_OUTPUT vs_main(VS_INPUT Input) float4 ps_main(PS_INPUT Input) : COLOR { - float2 MagnetOffset = float2(32.0f / RawWidth, 32.0f / RawHeight); - float2 MagnetCenter = float2(0.9f / WidthRatio, 0.9f / HeightRatio); - float MagnetDistance = length((MagnetCenter - Input.TexCoord) * float2(WidthRatio, HeightRatio)); - float Deconverge = 1.0f - MagnetDistance / MagnetCenter; - Deconverge = 1.0f;//clamp(Deconverge, 0.0f, 1.0f); - float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a; + float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a; + //float RedTexel = tex2D(DiffuseSampler, Input.RedCoord).r; + //float GrnTexel = tex2D(DiffuseSampler, Input.GrnCoord).g; + //float BluTexel = tex2D(DiffuseSampler, Input.BluCoord).b; + float RedTexel = tex2D(DiffuseSampler, float2(Input.CoordX.x, Input.CoordY.x)).r; + float GrnTexel = tex2D(DiffuseSampler, float2(Input.CoordX.y, Input.CoordY.y)).g; + float BluTexel = tex2D(DiffuseSampler, float2(Input.CoordX.z, Input.CoordY.z)).b; - float2 TargetDims = float2(RawWidth, RawHeight); - float2 DimOffset = 0.0f / TargetDims; - float2 TexCoord = Input.TexCoord; - float3 CoordX = Input.CoordX; - float3 CoordY = Input.CoordY; - - CoordX = lerp(TexCoord.x, CoordX, Deconverge); - CoordY = lerp(TexCoord.y, CoordY, Deconverge); - - float RedTexel = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) - DimOffset).r; - float GrnTexel = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) - DimOffset).g; - float BluTexel = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) - DimOffset).b; - - //RedTexel *= Input.RedCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; - //RedTexel *= Input.RedCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; - //RedTexel *= Input.RedCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; - //RedTexel *= Input.RedCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; - //GrnTexel *= Input.GrnCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; - //GrnTexel *= Input.GrnCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; - //GrnTexel *= Input.GrnCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; - //GrnTexel *= Input.GrnCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; - //BluTexel *= Input.BluCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; - //BluTexel *= Input.BluCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; - //BluTexel *= Input.BluCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; - //BluTexel *= Input.BluCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; - + //return float4(Input.TexCoord, 0.0f, 1.0f); return float4(RedTexel, GrnTexel, BluTexel, Alpha); } diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 5e0de0ca46d..9a77d12d6ac 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -54,31 +54,27 @@ struct PS_INPUT uniform float2 TargetSize; uniform float2 SourceSize; -uniform float2 Defocus = float2(0.0f, 0.0f); - -uniform float Brighten; - VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); - Output.Position.xy /= TargetSize; + Output.Position.xy /= SourceSize; Output.Position.y = 1.0f - Output.Position.y; - Output.Position.xy -= float2(0.5f, 0.5f); - Output.Position.xy *= float2(2.0f, 2.0f); + Output.Position.xy -= 0.5f; + Output.Position.xy *= 2.0f; Output.Color = Input.Color; float2 inversePixel = 1.0f / TargetSize; - Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.75f - 0.5f, 0.32f - 0.5f) * inversePixel; - Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(0.35f - 0.5f, 0.65f - 0.5f) * inversePixel; - Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.31f - 0.5f, 1.25f - 0.5f) * inversePixel; - Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(0.58f - 0.5f, 1.61f - 0.5f) * inversePixel; - Output.TexCoord45.xy = Input.Position.xy * inversePixel + float2(1.00f - 0.5f, 1.75f - 0.5f) * inversePixel; - Output.TexCoord45.zw = Input.Position.xy * inversePixel + float2(1.35f - 0.5f, 1.64f - 0.5f) * inversePixel; - Output.TexCoord67.xy = Input.Position.xy * inversePixel + float2(1.65f - 0.5f, 1.32f - 0.5f) * inversePixel; - Output.TexCoord67.zw = Input.Position.xy * inversePixel + float2(1.72f - 0.5f, 0.93f - 0.5f) * inversePixel; - Output.TexCoord89.xy = Input.Position.xy * inversePixel + float2(1.57f - 0.5f, 0.57f - 0.5f) * inversePixel; - Output.TexCoord89.zw = Input.Position.xy * inversePixel + float2(1.25f - 0.5f, 0.33f - 0.5f) * inversePixel; + Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.00f + 0.5f, 0.00f + 0.5f) * inversePixel; + Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(0.50f + 0.5f, 0.00f + 0.5f) * inversePixel; + Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.25f + 0.5f, 0.25f + 0.5f) * inversePixel; + Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(0.50f + 0.5f, 0.25f + 0.5f) * inversePixel; + Output.TexCoord45.xy = Input.Position.xy * inversePixel + float2(0.75f + 0.5f, 0.25f + 0.5f) * inversePixel; + Output.TexCoord45.zw = Input.Position.xy * inversePixel + float2(0.00f + 0.5f, 0.50f + 0.5f) * inversePixel; + Output.TexCoord67.xy = Input.Position.xy * inversePixel + float2(0.50f + 0.5f, 0.50f + 0.5f) * inversePixel; + Output.TexCoord67.zw = Input.Position.xy * inversePixel + float2(0.00f + 0.5f, 0.75f + 0.5f) * inversePixel; + Output.TexCoord89.xy = Input.Position.xy * inversePixel + float2(0.25f + 0.5f, 0.75f + 0.5f) * inversePixel; + Output.TexCoord89.zw = Input.Position.xy * inversePixel + float2(0.75f + 0.5f, 0.75f + 0.5f) * inversePixel; return Output; } diff --git a/hlsl/focus.fx b/hlsl/focus.fx index 37079af55a2..0df9c876b2b 100644 --- a/hlsl/focus.fx +++ b/hlsl/focus.fx @@ -86,7 +86,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight); float2 TexCoord = Input.TexCoord; - TexCoord = TexCoord + 0.5f * InvTexSize; + TexCoord = TexCoord;// + float2(0.5f, -0.5f) * InvTexSize; Output.TexCoord0 = TexCoord + Coord0Offset * InvTexSize * Defocus; Output.TexCoord1 = TexCoord + Coord1Offset * InvTexSize * Defocus; Output.TexCoord2 = TexCoord + Coord2Offset * InvTexSize * Defocus; diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index f48417459c4..b1a7f983435 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -114,8 +114,8 @@ technique TestTechnique { Lighting = FALSE; - //Sampler[0] = <DiffuseSampler>; - //Sampler[1] = <PreviousSampler>; + Sampler[0] = <DiffuseSampler>; + Sampler[1] = <PreviousSampler>; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); diff --git a/hlsl/post.fx b/hlsl/post.fx index 4176a78b197..5b4640db496 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -59,11 +59,9 @@ struct PS_INPUT uniform float TargetWidth; uniform float TargetHeight; -uniform float RawWidth; -uniform float RawHeight; +uniform float2 RawDims; -uniform float WidthRatio; -uniform float HeightRatio; +uniform float2 SizeRatio; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -77,11 +75,8 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; - Output.TexCoord = Input.TexCoord + 0.5f / float2(TargetWidth, TargetHeight); + Output.TexCoord = Input.TexCoord + 0.5f / RawDims;//float2(TargetWidth, TargetHeight); - //float Zoom = 32.0f; - //Output.TexCoord /= Zoom; - //Output.TexCoord += float2(0.175f * (1.0f - 1.0f / Zoom) / WidthRatio, 0.175f * (1.0f - 1.0f / Zoom) / HeightRatio); return Output; } @@ -117,7 +112,7 @@ uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); float4 ps_main(PS_INPUT Input) : COLOR { - float2 Ratios = float2(WidthRatio, HeightRatio); + float2 Ratios = 1.0f / SizeRatio; // -- Screen Pincushion Calculation -- float2 PinViewpointOffset = float2(0.0f, 0.0f); @@ -153,14 +148,12 @@ float4 ps_main(PS_INPUT Input) : COLOR float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord); // -- Alpha Clipping (1px border in drawd3d does not work for some reason) -- - clip((BaseCoord.x < 1.0f / RawWidth) ? -1 : 1); - clip((BaseCoord.y < 1.0f / RawHeight) ? -1 : 1); - clip((BaseCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth)) ? -1 : 1); - clip((BaseCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight)) ? -1 : 1); + clip((BaseCoord < 1.0f / RawDims) ? -1 : 1); + clip((BaseCoord > (SizeRatio + 1.0f / RawDims)) ? -1 : 1); // -- Scanline Simulation -- - float InnerSine = ScanCoord.y * RawHeight * ScanlineScale; - float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * RawHeight); + float InnerSine = ScanCoord.y * RawDims.y * ScanlineScale; + float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * RawDims.y); float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAmount); float3 Scanned = BaseTexel.rgb * ScanBrightness; diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx index 10420af1b85..965d89691f8 100644 --- a/hlsl/prescale.fx +++ b/hlsl/prescale.fx @@ -41,11 +41,10 @@ struct PS_INPUT // Passthrough Vertex Shader //----------------------------------------------------------------------------- -float TargetWidth; -float TargetHeight; +uniform float TargetWidth; +uniform float TargetHeight; -float RawWidth; -float RawHeight; +uniform float2 RawDims; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -70,14 +69,13 @@ VS_OUTPUT vs_main(VS_INPUT Input) float4 ps_main(PS_INPUT Input) : COLOR { - float2 RawDims = float2(RawWidth, RawHeight); - float2 TexCoord = Input.TexCoord * RawDims; - TexCoord -= frac(TexCoord); - TexCoord += 0.5f; - TexCoord /= RawDims; - - float4 Center = tex2D(DiffuseSampler, TexCoord); - return Center; + //float2 TexCoord = Input.TexCoord * RawDims; + //TexCoord -= frac(TexCoord); + //TexCoord += 0.5f; + //TexCoord /= RawDims; + // + //return tex2D(DiffuseSampler, TexCoord); + return tex2D(DiffuseSampler, Input.TexCoord); } //----------------------------------------------------------------------------- diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx index c94ae76de0d..af3c01c34ab 100644 --- a/hlsl/yiq_decode.fx +++ b/hlsl/yiq_decode.fx @@ -57,8 +57,7 @@ struct PS_INPUT uniform float TargetWidth; uniform float TargetHeight; -uniform float RawWidth; -uniform float RawHeight; +uniform float2 RawDims; uniform float WidthRatio; uniform float HeightRatio; @@ -75,7 +74,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Coord0.xy = Input.TexCoord; - Output.Coord0.zw = float2(1.0f / RawWidth, 0.0f); + Output.Coord0.zw = float2(1.0f / RawDims.x, 0.0f); return Output; } @@ -98,8 +97,6 @@ uniform float QFreqResponse = 0.6f; float4 ps_main(PS_INPUT Input) : COLOR { - float2 RawDims = float2(RawWidth, RawHeight); - float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + 0.5f / RawDims); // YIQ convolution: N coefficients each @@ -109,11 +106,11 @@ float4 ps_main(PS_INPUT Input) : COLOR float MaxC = 2.1183f; float MinC = -1.1183f; float CRange = MaxC - MinC; - float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / (RawWidth * 4.0f / WidthRatio); - float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / (RawWidth * 4.0f / WidthRatio); - float Fc_y3 = YFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio); - float Fc_i = IFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio); - float Fc_q = QFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio); + float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / (RawDims.x * 4.0f / WidthRatio); + float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / (RawDims.x * 4.0f / WidthRatio); + float Fc_y3 = YFreqResponse * ScanTime / (RawDims.x * 4.0f / WidthRatio); + float Fc_i = IFreqResponse * ScanTime / (RawDims.x * 4.0f / WidthRatio); + float Fc_q = QFreqResponse * ScanTime / (RawDims.x * 4.0f / WidthRatio); float PI = 3.1415926535897932384626433832795; float PI2 = 2.0f * PI; float PI2Length = PI2 / 82.0f; @@ -126,7 +123,7 @@ float4 ps_main(PS_INPUT Input) : COLOR float4 CoordY = Input.Coord0.y; float2 TexCoord = float2(CoordX.r, CoordY.r); float4 C = tex2D(CompositeSampler, TexCoord + float2(0.625f, 0.4f) / RawDims) * CRange + MinC; - float4 WT = W * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawHeight / HeightRatio) + BValue) + OValue; + float4 WT = W * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawDims.y / HeightRatio) + BValue) + OValue; float4 SincYIn1 = PI2 * Fc_y1 * n4; float4 SincYIn2 = PI2 * Fc_y2 * n4; diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx index d9c888d5a3c..2a2a1e40851 100644 --- a/hlsl/yiq_encode.fx +++ b/hlsl/yiq_encode.fx @@ -52,11 +52,9 @@ struct PS_INPUT uniform float TargetWidth; uniform float TargetHeight; -uniform float RawWidth; -uniform float RawHeight; +uniform float2 RawDims; -uniform float WidthRatio; -uniform float HeightRatio; +uniform float2 SizeRatio; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -90,26 +88,24 @@ uniform float ScanTime = 52.6f; float4 ps_main(PS_INPUT Input) : COLOR { - float2 Scaler = float2(RawWidth, RawHeight); - float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio); + 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 Coord0 = Input.Coord0 + float2(PValue * 0.00f, 0.0f) / Scaler; - float2 Coord1 = Input.Coord1 + float2(PValue * 0.25f, 0.0f) / Scaler; - float2 Coord2 = Input.Coord2 + float2(PValue * 0.50f, 0.0f) / Scaler; - float2 Coord3 = Input.Coord3 + float2(PValue * 0.75f, 0.0f) / Scaler; - - float2 TexelOffset = 0.5f / Scaler; + 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 InvSize = 1.0f / SizeRatio; float PI = 3.1415926535897932384626433832795; float W = PI * 2.0f * CCValue * ScanTime; - float T0 = Coord0.x * WidthRatio + AValue * Coord0.y * 2.0f * (RawHeight / HeightRatio) + BValue; - float T1 = Coord1.x * WidthRatio + AValue * Coord1.y * 2.0f * (RawHeight / HeightRatio) + BValue; - float T2 = Coord2.x * WidthRatio + AValue * Coord2.y * 2.0f * (RawHeight / HeightRatio) + BValue; - float T3 = Coord3.x * WidthRatio + AValue * Coord3.y * 2.0f * (RawHeight / HeightRatio) + BValue; + float T0 = Coord0.x * InvSize.x + AValue * Coord0.y * 2.0f * (RawDims.y / InvSize.y) + BValue; + float T1 = Coord1.x * InvSize.x + AValue * Coord1.y * 2.0f * (RawDims.y / InvSize.y) + BValue; + float T2 = Coord2.x * InvSize.x + AValue * Coord2.y * 2.0f * (RawDims.y / InvSize.y) + BValue; + float T3 = Coord3.x * InvSize.x + AValue * Coord3.y * 2.0f * (RawDims.y / InvSize.y) + BValue; float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f)); float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f)); |