From a47bd09534ffb9e6a4165806fe5bf0859ab6b014 Mon Sep 17 00:00:00 2001 From: Ryan Holtz Date: Sat, 21 May 2011 06:47:56 +0000 Subject: HLSL Improvements: [Ryan Holtz, Bat Country Entertainment] - Added magnet deconvergence via a shader uniform - Improved phosphorescence - Improved YIQ codec --- hlsl/yiq_encode.fx | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) (limited to 'hlsl/yiq_encode.fx') diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx index 24fe25c895a..2036ccef8fe 100644 --- a/hlsl/yiq_encode.fx +++ b/hlsl/yiq_encode.fx @@ -107,11 +107,10 @@ float4 ps_main(PS_INPUT Input) : COLOR float2 Coord3 = Input.Coord3.xy * Scaler; float W = WValue; - float YRatio = 1.0f; - float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue; - float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue; - float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue; - float T3 = Coord3.x + AValue * YRatio * Coord3.y + BValue; + float T0 = Coord0.x + AValue * Coord0.y + BValue - 1.1f; + float T1 = Coord1.x + AValue * Coord1.y + BValue - 1.1f; + float T2 = Coord2.x + AValue * Coord2.y + BValue - 1.1f; + float T3 = Coord3.x + AValue * Coord3.y + BValue - 1.1f; float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f)); float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f)); -- cgit v1.2.3