diff options
Diffstat (limited to 'hlsl')
-rw-r--r-- | hlsl/deconverge.fx | 11 | ||||
-rw-r--r-- | hlsl/post.fx | 7 | ||||
-rw-r--r-- | hlsl/prescale.fx | 90 | ||||
-rw-r--r-- | hlsl/yiq_decode.fx | 163 | ||||
-rw-r--r-- | hlsl/yiq_encode.fx | 49 |
5 files changed, 177 insertions, 143 deletions
diff --git a/hlsl/deconverge.fx b/hlsl/deconverge.fx index a65f06bbe92..2618fdffad9 100644 --- a/hlsl/deconverge.fx +++ b/hlsl/deconverge.fx @@ -98,6 +98,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.BluCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y; Output.TexCoord = TexCoord; + return Output; } @@ -124,9 +125,13 @@ float4 ps_main(PS_INPUT Input) : COLOR GrnCoord.y = GrnCoord.y - frac(GrnCoord.y); BluCoord.y = BluCoord.y - frac(BluCoord.y); - float RedTexel = tex2D(DiffuseSampler, lerp(TexCoord, RedCoord, Deconverge) / RawDims + 0.5f / RawDims).r; - float GrnTexel = tex2D(DiffuseSampler, lerp(TexCoord, GrnCoord, Deconverge) / RawDims + 0.5f / RawDims).g; - float BluTexel = tex2D(DiffuseSampler, lerp(TexCoord, BluCoord, Deconverge) / RawDims + 0.5f / RawDims).b; + RedCoord = lerp(TexCoord, RedCoord, Deconverge) / RawDims; + GrnCoord = lerp(TexCoord, GrnCoord, Deconverge) / RawDims; + BluCoord = lerp(TexCoord, BluCoord, Deconverge) / RawDims; + + float RedTexel = tex2D(DiffuseSampler, RedCoord + float2(0.0f, 0.5f) / RawDims).r; + float GrnTexel = tex2D(DiffuseSampler, GrnCoord + float2(0.0f, 0.5f) / RawDims).g; + float BluTexel = tex2D(DiffuseSampler, BluCoord + float2(0.0f, 0.5f) / RawDims).b; //RedTexel *= Input.RedCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; //RedTexel *= Input.RedCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; diff --git a/hlsl/post.fx b/hlsl/post.fx index ff1cbfa1f47..69ececd4249 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -99,6 +99,7 @@ uniform float ScanlineScale = 1.0f; uniform float ScanlineBrightScale = 1.0f; uniform float ScanlineBrightOffset = 1.0f; uniform float ScanlineOffset = 1.0f; +uniform float ScanlineHeight = 0.5f; uniform float UseShadow = 0.0f; uniform float ShadowBrightness = 1.0f; @@ -155,8 +156,8 @@ float4 ps_main(PS_INPUT Input) : COLOR // -- Scanline Simulation -- float InnerSine = BaseCoord.y * RawHeight * ScanlineScale; - float3 ScanBrightness = lerp(1.0f, abs(sin(InnerSine * PI + ScanlineOffset * RawHeight)) * ScanlineBrightScale + 1.0f, ScanlineAmount); - //float3 Scanned = BaseTexel.rgb * ScanBrightness; + float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * RawHeight); + float3 ScanBrightness = lerp(1.0f, pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f, ScanlineAmount); float3 Scanned = BaseTexel.rgb * ScanBrightness; float2 ShadowDims = float2(ShadowWidth, ShadowHeight); @@ -164,7 +165,7 @@ float4 ps_main(PS_INPUT Input) : COLOR float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY); float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize * 0.5f); float2 ShadowCoord = ShadowFrac * ShadowUV + float2(1.5f / ShadowWidth, 1.5f / ShadowHeight); - float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord), UseShadow); + float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, UseShadow); // -- Final Pixel -- float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel, ShadowBrightness), BaseTexel.a) * Input.Color; diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx new file mode 100644 index 00000000000..4ba0495320e --- /dev/null +++ b/hlsl/prescale.fx @@ -0,0 +1,90 @@ +//----------------------------------------------------------------------------- +// Passthrough 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; + float2 TexCoord : TEXCOORD0; +}; + +struct VS_INPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float2 TexCoord : TEXCOORD0; +}; + +//----------------------------------------------------------------------------- +// Passthrough Vertex Shader +//----------------------------------------------------------------------------- + +float TargetWidth; +float TargetHeight; + +float RawWidth; +float RawHeight; + +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 = 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.TexCoord = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight); + + return Output; +} + +//----------------------------------------------------------------------------- +// Passthrough Pixel Shader +//----------------------------------------------------------------------------- + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float4 Center = tex2D(DiffuseSampler, Input.TexCoord); + return Center; +} + +//----------------------------------------------------------------------------- +// Passthrough Effect +//----------------------------------------------------------------------------- + +technique DeconvergeTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } +} diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx index 550a0a83062..a85590d998f 100644 --- a/hlsl/yiq_decode.fx +++ b/hlsl/yiq_decode.fx @@ -20,9 +20,9 @@ texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = <Diffuse>; - MipFilter = POINT; - MinFilter = POINT; - MagFilter = POINT; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; @@ -35,15 +35,7 @@ sampler DiffuseSampler = sampler_state struct VS_OUTPUT { float4 Position : POSITION; - float4 Color : COLOR0; float4 Coord0 : TEXCOORD0; - float4 Coord1 : TEXCOORD1; - float4 Coord2 : TEXCOORD2; - float4 Coord3 : TEXCOORD3; - float4 Coord4 : TEXCOORD4; - float4 Coord5 : TEXCOORD5; - float4 Coord6 : TEXCOORD6; - float4 Coord7 : TEXCOORD7; }; struct VS_INPUT @@ -55,15 +47,7 @@ struct VS_INPUT struct PS_INPUT { - float4 Color : COLOR0; float4 Coord0 : TEXCOORD0; - float4 Coord1 : TEXCOORD1; - float4 Coord2 : TEXCOORD2; - float4 Coord3 : TEXCOORD3; - float4 Coord4 : TEXCOORD4; - float4 Coord5 : TEXCOORD5; - float4 Coord6 : TEXCOORD6; - float4 Coord7 : TEXCOORD7; }; //----------------------------------------------------------------------------- @@ -79,8 +63,6 @@ uniform float RawHeight; uniform float WidthRatio; uniform float HeightRatio; -uniform float FscValue; - VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; @@ -88,25 +70,12 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; - //Output.Position.x /= WidthRatio; - //Output.Position.y /= HeightRatio; 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.xy = Input.TexCoord + float2(0.00f / RawWidth, 0.0f); - Output.Coord1.xy = Input.TexCoord + float2(0.25f / RawWidth, 0.0f); - Output.Coord2.xy = Input.TexCoord + float2(0.50f / RawWidth, 0.0f); - Output.Coord3.xy = Input.TexCoord + float2(0.75f / RawWidth, 0.0f); - Output.Coord4.xy = Input.TexCoord + float2(1.00f / RawWidth, 0.0f); - Output.Coord5.xy = Input.TexCoord + float2(1.25f / RawWidth, 0.0f); - Output.Coord6.xy = Input.TexCoord + float2(1.50f / RawWidth, 0.0f); - Output.Coord7.xy = Input.TexCoord + float2(1.75f / RawWidth, 0.0f); - Output.Coord0.zw = Input.TexCoord + float2(2.00f / RawWidth, 0.0f); - Output.Coord1.zw = Input.TexCoord + float2(2.25f / RawWidth, 0.0f); - Output.Coord2.zw = Input.TexCoord + float2(2.50f / RawWidth, 0.0f); - Output.Coord3.zw = Input.TexCoord + float2(2.75f / RawWidth, 0.0f); + Output.Coord0.xy = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight); + Output.Coord0.zw = float2(1.0f / RawWidth, 0.0f); return Output; } @@ -115,95 +84,67 @@ VS_OUTPUT vs_main(VS_INPUT Input) // YIQ Decode Pixel Shader //----------------------------------------------------------------------------- -uniform float YSubsampleLength = 3.0f; -uniform float ISubsampleLength = 3.0f; -uniform float QSubsampleLength = 3.0f; +uniform float AValue = 0.0f; +uniform float BValue = 0.0f; +uniform float CCValue = 3.04183f; +uniform float PValue = 1.0f; +uniform float OValue = 0.0f; +uniform float ScanTime = 52.6f; -uniform float WValue; -uniform float AValue; -uniform float BValue; +uniform float YFreqResponse = 3.0f; +uniform float IFreqResponse = 1.2f; +uniform float QFreqResponse = 0.6f; float4 ps_main(PS_INPUT Input) : COLOR { float2 RawDims = float2(RawWidth, RawHeight); - float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + float2(0.5f, 0.5f) / RawDims); - float4 OrigC = tex2D(CompositeSampler, Input.Coord0.xy + float2(0.5f, 0.5f) / RawDims); - float4 OrigC2 = tex2D(CompositeSampler, Input.Coord4.xy + float2(0.5f, 0.5f) / RawDims); - float4 OrigC3 = tex2D(CompositeSampler, Input.Coord0.zw + float2(0.5f, 0.5f) / RawDims); - float4 C = OrigC; - float4 C2 = OrigC2; - float4 C3 = OrigC3; + float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + 0.5f / RawDims); + + // YIQ convolution: N coefficients each + float4 YAccum = 0.0f; + float4 IAccum = 0.0f; + float4 QAccum = 0.0f; float MaxC = 2.1183f; float MinC = -1.1183f; float CRange = MaxC - MinC; - - C = C * CRange + MinC; - C2 = C2 * CRange + MinC; - - float2 Coord0 = Input.Coord0.xy * RawDims; - float2 Coord1 = Input.Coord1.xy * RawDims; - float2 Coord2 = Input.Coord2.xy * RawDims; - float2 Coord3 = Input.Coord3.xy * RawDims; - float2 Coord4 = Input.Coord4.xy * RawDims; - float2 Coord5 = Input.Coord5.xy * RawDims; - float2 Coord6 = Input.Coord6.xy * RawDims; - float2 Coord7 = Input.Coord7.xy * RawDims; - float2 Coord8 = Input.Coord0.zw * RawDims; - float2 Coord9 = Input.Coord1.zw * RawDims; - float2 CoordA = Input.Coord2.zw * RawDims; - float2 CoordB = Input.Coord3.zw * RawDims; - - float W = WValue * 2.0f; - float T0 = Coord0.x + AValue * Coord0.y + BValue; - float T1 = Coord1.x + AValue * Coord1.y + BValue; - float T2 = Coord2.x + AValue * Coord2.y + BValue; - float T3 = Coord3.x + AValue * Coord3.y + BValue; - float T4 = Coord4.x + AValue * Coord4.y + BValue; - float T5 = Coord5.x + AValue * Coord5.y + BValue; - float T6 = Coord6.x + AValue * Coord6.y + BValue; - float T7 = Coord7.x + AValue * Coord7.y + BValue; - float T8 = Coord8.x + AValue * Coord8.y + BValue; - float T9 = Coord9.x + AValue * Coord9.y + BValue; - float TA = CoordA.x + AValue * CoordA.y + BValue; - float TB = CoordB.x + AValue * CoordB.y + BValue; - float4 Tc = float4(T0, T1, T2, T3); - float4 Tc2 = float4(T4, T5, T6, T7); - float4 Tc3 = float4(T8, T9, TA, TB); - - float Yvals[8]; - Yvals[0] = C.r; Yvals[1] = C.g; Yvals[2] = C.b; Yvals[3] = C.a; Yvals[4] = C2.r; Yvals[5] = C2.g; Yvals[6] = C2.b; Yvals[7] = C2.a; - float Ytotal = 0.0f; - for(uint idx = 0; idx < FscValue * 4.0f; idx++ ) + float Fc_y = 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 PI = 3.1415926535897932384626433832795; + float PI2 = 2.0f * PI; + float PI2Length = PI2 / 42.0f; + for(float n = -21.0f; n < 22.0f; n += 4.0f) { - Ytotal = Ytotal + Yvals[idx]; + float4 n4 = float4(n + 0.0f, n + 1.0f, n + 2.0f, n + 3.0f); + float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f; + float4 CoordY = Input.Coord0.y; + float4 C = tex2D(CompositeSampler, float2(CoordX.r, CoordY.r)) * CRange + MinC; + float4 WT = PI2 * CCValue * ScanTime * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawHeight / HeightRatio) + BValue) + OValue; + + float4 SincYIn = PI2 * Fc_y * n4; + float4 IdealY = 2.0f * Fc_y * ((SincYIn != 0.0f) ? (sin(SincYIn) / SincYIn) : 1.0f); + float4 FilterY = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealY; + + float4 SincIIn = PI2 * Fc_i * n4; + float4 IdealI = 2.0f * Fc_i * ((SincIIn != 0.0f) ? (sin(SincIIn) / SincIIn) : 1.0f); + float4 FilterI = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealI; + + float4 SincQIn = PI2 * Fc_q * n4; + float4 IdealQ = 2.0f * Fc_q * ((SincQIn != 0.0f) ? (sin(SincQIn) / SincQIn) : 1.0f); + float4 FilterQ = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealQ; + + YAccum = YAccum + C * FilterY; + IAccum = IAccum + C * cos(WT) * FilterI; + QAccum = QAccum + C * sin(WT) * FilterQ; } - float Yavg = Ytotal / (FscValue * 4.0f); - - float4 I = (C - Yavg) * sin(W * Tc); - float4 Q = (C - Yavg) * cos(W * Tc); - float4 I2 = (C2 - Yavg) * sin(W * Tc2); - float4 Q2 = (C2 - Yavg) * cos(W * Tc2); - float4 I3 = (C3 - Yavg) * sin(W * Tc3); - float4 Q3 = (C3 - Yavg) * cos(W * Tc3); - float Itotal = 0.0f; - float Qtotal = 0.0f; + float Y = YAccum.r + YAccum.g + YAccum.b + YAccum.a; + float I = (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f; + float Q = (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f; - float Ivals[8]; - float Qvals[8]; - Ivals[0] = I.r; Ivals[1] = I.g; Ivals[2] = I.b; Ivals[3] = I.a; Ivals[4] = I2.r; Ivals[5] = I2.g; Ivals[6] = I2.b; Ivals[7] = I2.a; - Qvals[0] = Q.r; Qvals[1] = Q.g; Qvals[2] = Q.b; Qvals[3] = Q.a; Qvals[4] = Q2.r; Qvals[5] = Q2.g; Qvals[6] = Q2.b; Qvals[7] = Q2.a; - for(uint idx = 0; idx < FscValue * 4.0f; idx++ ) - { - Itotal = Itotal + Ivals[idx]; - Qtotal = Qtotal + Qvals[idx]; - } - float Iavg = Itotal / (FscValue * 3.0f); - float Qavg = Qtotal / (FscValue * 3.0f); + float3 YIQ = float3(Y, I, Q); - float3 YIQ = float3(Yavg, Iavg * 1.5f, Qavg); - float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.956f, 0.621f)), dot(YIQ, float3(1.0f, -0.272f, -0.647f)), dot(YIQ, float3(1.0f, -1.106f, 1.703f))); return float4(OutRGB, BaseTexel.a); diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx index b8ee1e22de5..119a9169bf8 100644 --- a/hlsl/yiq_encode.fx +++ b/hlsl/yiq_encode.fx @@ -82,35 +82,32 @@ VS_OUTPUT vs_main(VS_INPUT Input) // 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; - -uniform float FscScale; +uniform float AValue = 0.0f; +uniform float BValue = 0.0f; +uniform float CCValue = 3.04183f; +uniform float PValue = 1.0f; +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); - float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 + float2(FscScale * 0.00f + 0.5f, 0.5f) / Scaler).rgb; - float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 + float2(FscScale * 0.25f + 0.5f, 0.5f) / Scaler).rgb; - float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 + float2(FscScale * 0.50f + 0.5f, 0.5f) / Scaler).rgb; - float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 + float2(FscScale * 0.75f + 0.5f, 0.5f) / Scaler).rgb; + float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 + float2(PValue * 0.00f + 0.5f, 0.5f) / Scaler).rgb; + float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 + float2(PValue * 0.25f + 0.5f, 0.5f) / Scaler).rgb; + float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 + float2(PValue * 0.50f + 0.5f, 0.5f) / Scaler).rgb; + float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 + float2(PValue * 0.75f + 0.5f, 0.5f) / Scaler).rgb; - float2 Coord0 = (Input.Coord0.xy + float2(0.00f / RawWidth, 0.0f)) * Scaler; - float2 Coord1 = (Input.Coord1.xy + float2(0.25f / RawWidth, 0.0f)) * Scaler; - float2 Coord2 = (Input.Coord2.xy + float2(0.50f / RawWidth, 0.0f)) * Scaler; - float2 Coord3 = (Input.Coord3.xy + float2(0.75f / RawWidth, 0.0f)) * Scaler; + float2 Coord0 = (Input.Coord0.xy + float2(0.00f / RawWidth, 0.0f)); + float2 Coord1 = (Input.Coord1.xy + float2(0.25f / RawWidth, 0.0f)); + float2 Coord2 = (Input.Coord2.xy + float2(0.50f / RawWidth, 0.0f)); + float2 Coord3 = (Input.Coord3.xy + float2(0.75f / RawWidth, 0.0f)); - float W = WValue * 2.0f; - float T0 = Coord0.x + AValue * Coord0.y + BValue; - float T1 = Coord1.x + AValue * Coord1.y + BValue; - float T2 = Coord2.x + AValue * Coord2.y + BValue; - float T3 = Coord3.x + AValue * Coord3.y + BValue; + 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 Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f)); float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f)); @@ -132,10 +129,10 @@ float4 ps_main(PS_INPUT Input) : COLOR 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); + 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; |