// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // YIQ Decode Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- 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 TexCoord : TEXCOORD0; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // YIQ Decode Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 SourceDims; uniform float2 SourceRect; 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; } //----------------------------------------------------------------------------- // YIQ Decode Pixel Shader //----------------------------------------------------------------------------- uniform float AValue = 0.5f; uniform float BValue = 0.5f; uniform float CCValue = 3.5975454f; uniform float OValue = 0.0f; uniform float PValue = 1.0f; // unused uniform float ScanTime = 52.6f; uniform float FrameOffset = 0.0f; uniform float NotchHalfWidth = 1.0f; uniform float YFreqResponse = 6.0f; uniform float IFreqResponse = 1.2f; uniform float QFreqResponse = 0.6f; //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f); static const float PI = 3.1415927f; static const float PI2 = 6.2831855f; static const float MaxC = 2.1183f; static const float MinC = -1.1183f; static const float CRange = 3.2366f; float4 ps_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord.xy); float2 InvDims = 1.0f / SourceDims; // YIQ convolution: N coefficients each float4 YAccum = 0.0f; float4 IAccum = 0.0f; float4 QAccum = 0.0f; float BValueFrameOffset = BValue * FrameOffset; float FrameWidthx4 = SourceDims.x * SourceRect.x * 4.0f; float TimePerSample = ScanTime / FrameWidthx4; 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 / 82.0f; float W = PI2 * CCValue * ScanTime; float4 Cy = Input.TexCoord.y; float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f; for(float n = -41.0f; n < 42.0f; n += 4.0f) { float4 n4 = n + NotchOffset; float4 Cx = Input.TexCoord.x + InvDims.x * n4 * 0.25f; float4 HPosition = (Cx / SourceRect.x); float4 C = tex2D(CompositeSampler, float2(Cx.r, Cy.r)) * CRange + MinC; float4 T = HPosition + AValue * VPosition + BValueFrameOffset; 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; } 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 Decode = 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(Decode, BaseTexel.a); } //----------------------------------------------------------------------------- // YIQ Decode Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }