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-rw-r--r--trunk/hlsl/yiq_encode.fx159
1 files changed, 159 insertions, 0 deletions
diff --git a/trunk/hlsl/yiq_encode.fx b/trunk/hlsl/yiq_encode.fx
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+//-----------------------------------------------------------------------------
+// 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;
+};
+
+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 = 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 = Input.TexCoord;
+ Output.Coord1 = Input.TexCoord;
+ Output.Coord2 = Input.TexCoord;
+ Output.Coord3 = Input.TexCoord;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Encode Pixel Shader
+//-----------------------------------------------------------------------------
+
+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);
+
+ 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;
+ 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;
+
+ 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));
+ 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 = 2.1183f;
+ float MinC = -1.1183f;
+ float CRange = MaxC - MinC;
+
+ 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;
+ C3 = (C3 - MinC) / CRange;
+
+ 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();
+ }
+}