// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // NTSC Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 TexCoord : TEXCOORD0; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // YIQ Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 SourceDims; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.TexCoord.xy = Input.TexCoord; Output.TexCoord.xy += 0.5f / SourceDims; // half texel offset correction (DX9) return Output; } //----------------------------------------------------------------------------- // NTSC Pixel Shader //----------------------------------------------------------------------------- uniform float AValue = 0.5f; uniform float BValue = 0.5f; uniform float CCValue = 3.5795454f; uniform float OValue = 0.0f; uniform float PValue = 1.0f; uniform float ScanTime = 52.6f; uniform float NotchHalfWidth = 1.0f; uniform float YFreqResponse = 6.0f; uniform float IFreqResponse = 1.2f; uniform float QFreqResponse = 0.6f; uniform float SignalOffset = 0.0f; //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- static const float PI = 3.1415927f; static const float PI2 = PI * 2.0f; static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f); static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f); static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f); static const float3 RDot = float3(1.0f, 0.956f, 0.621f); static const float3 GDot = float3(1.0f, -0.272f, -0.647f); static const float3 BDot = float3(1.0f, -1.106f, 1.703f); static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f); static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f); static const int SampleCount = 64; static const int HalfSampleCount = SampleCount / 2; float4 GetCompositeYIQ(float2 TexCoord) { float2 PValueSourceTexel = float2(PValue / SourceDims.x, 0.0f); float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x; float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y; float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z; float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w; float4 Cx = float4(C0.x, C1.x, C2.x, C3.x); float4 Cy = float4(C0.y, C1.y, C2.y, C3.y); float4 Texel0 = tex2D(DiffuseSampler, C0); float4 Texel1 = tex2D(DiffuseSampler, C1); float4 Texel2 = tex2D(DiffuseSampler, C2); float4 Texel3 = tex2D(DiffuseSampler, C3); float4 HPosition = Cx; float4 VPosition = Cy; float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot)); float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot)); float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot)); float W = PI2 * CCValue * ScanTime; float WoPI = W / PI; float HOffset = (BValue + SignalOffset) / WoPI; float VScale = (AValue * SourceDims.y) / WoPI; float4 T = HPosition + HOffset + VPosition * VScale; float4 TW = T * W; float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW); return CompositeYIQ; } float4 ps_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); float TimePerSample = ScanTime / (SourceDims.x * 4.0f); float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample; float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample; float Fc_y3 = YFreqResponse * TimePerSample; float Fc_i = IFreqResponse * TimePerSample; float Fc_q = QFreqResponse * TimePerSample; float Fc_i_2 = Fc_i * 2.0f; float Fc_q_2 = Fc_q * 2.0f; float Fc_y1_2 = Fc_y1 * 2.0f; float Fc_y2_2 = Fc_y2 * 2.0f; float Fc_y3_2 = Fc_y3 * 2.0f; float Fc_i_pi2 = Fc_i * PI2; float Fc_q_pi2 = Fc_q * PI2; float Fc_y1_pi2 = Fc_y1 * PI2; float Fc_y2_pi2 = Fc_y2 * PI2; float Fc_y3_pi2 = Fc_y3 * PI2; float PI2Length = PI2 / SampleCount; float W = PI2 * CCValue * ScanTime; float WoPI = W / PI; float HOffset = (BValue + SignalOffset) / WoPI; float VScale = (AValue * SourceDims.y) / WoPI; float4 YAccum = 0.0f; float4 IAccum = 0.0f; float4 QAccum = 0.0f; float4 Cy = Input.TexCoord.y; float4 VPosition = Cy; for (float i = 0; i < SampleCount; i += 4.0f) { float n = i - HalfSampleCount; float4 n4 = n + NotchOffset; float4 Cx = Input.TexCoord.x + (n4 * 0.25f) / SourceDims.x; float4 HPosition = Cx; float4 C = GetCompositeYIQ(float2(Cx.r, Cy.r)); float4 T = HPosition + HOffset + VPosition * VScale; float4 WT = W * T + OValue; float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4); float4 SincYIn1 = Fc_y1_pi2 * n4; float4 SincYIn2 = Fc_y2_pi2 * n4; float4 SincYIn3 = Fc_y3_pi2 * n4; float4 SincIIn = Fc_i_pi2 * n4; float4 SincQIn = Fc_q_pi2 * n4; float4 SincY1 = SincYIn1 != 0.0f ? sin(SincYIn1) / SincYIn1 : 1.0f; float4 SincY2 = SincYIn2 != 0.0f ? sin(SincYIn2) / SincYIn2 : 1.0f; float4 SincY3 = SincYIn3 != 0.0f ? sin(SincYIn3) / SincYIn3 : 1.0f; float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3; float4 IdealI = Fc_i_2 * (SincIIn != 0.0f ? sin(SincIIn) / SincIIn : 1.0f); float4 IdealQ = Fc_q_2 * (SincQIn != 0.0f ? sin(SincQIn) / SincQIn : 1.0f); float4 FilterY = SincKernel * IdealY; float4 FilterI = SincKernel * IdealI; float4 FilterQ = SincKernel * IdealQ; YAccum = YAccum + C * FilterY; IAccum = IAccum + C * cos(WT) * FilterI; QAccum = QAccum + C * sin(WT) * FilterQ; } float3 YIQ = float3( (YAccum.r + YAccum.g + YAccum.b + YAccum.a), (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f, (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f); float3 RGB = float3( dot(YIQ, RDot), dot(YIQ, GDot), dot(YIQ, BDot)); return float4(RGB, BaseTexel.a); } //----------------------------------------------------------------------------- // NTSC Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }