//----------------------------------------------------------------------------- // YIQ Decode Effect //----------------------------------------------------------------------------- texture Composite; sampler CompositeSampler = sampler_state { Texture = ; MipFilter = POINT; MinFilter = POINT; MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; 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 Coord0 : TEXCOORD0; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Coord0 : TEXCOORD0; }; //----------------------------------------------------------------------------- // YIQ Decode 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.Coord0.xy = Input.TexCoord; Output.Coord0.zw = float2(1.0f / RawWidth, 0.0f); return Output; } //----------------------------------------------------------------------------- // YIQ Decode Pixel Shader //----------------------------------------------------------------------------- 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 NotchHalfWidth = 1.0f; uniform float YFreqResponse = 6.0f; 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 + 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; 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 PI = 3.1415926535897932384626433832795; float PI2 = 2.0f * PI; float PI2Length = PI2 / 82.0f; float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f); float W = PI2 * CCValue * ScanTime; for(float n = -41.0f; n < 42.0f; n += 4.0f) { float4 n4 = n + NOffset; float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f; 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 SincYIn1 = PI2 * Fc_y1 * n4; float4 SincYIn2 = PI2 * Fc_y2 * n4; float4 SincYIn3 = PI2 * Fc_y3 * 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 = (2.0f * Fc_y1 * SincY1 - 2.0f * Fc_y2 * SincY2) + 2.0f * Fc_y3 * SincY3; 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 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; float3 YIQ = float3(Y, I, Q); 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); } //----------------------------------------------------------------------------- // YIQ Decode Technique //----------------------------------------------------------------------------- technique DecodeTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }