//----------------------------------------------------------------------------- // YIQ Encode Effect //----------------------------------------------------------------------------- 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 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 float2 RawDims; uniform float2 SizeRatio; 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 Coord0 = Input.Coord0 + float2(PValue * 0.00f, 0.0f) / RawDims; float2 Coord1 = Input.Coord1 + float2(PValue * 0.25f, 0.0f) / RawDims; float2 Coord2 = Input.Coord2 + float2(PValue * 0.50f, 0.0f) / RawDims; float2 Coord3 = Input.Coord3 + float2(PValue * 0.75f, 0.0f) / RawDims; float2 TexelOffset = 0.5f / RawDims; 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; float2 InvSize = 1.0f / SizeRatio; float PI = 3.1415926535897932384626433832795; float W = PI * 2.0f * CCValue * ScanTime; float T0 = Coord0.x * InvSize.x + AValue * Coord0.y * 2.0f * (RawDims.y / InvSize.y) + BValue; float T1 = Coord1.x * InvSize.x + AValue * Coord1.y * 2.0f * (RawDims.y / InvSize.y) + BValue; float T2 = Coord2.x * InvSize.x + AValue * Coord2.y * 2.0f * (RawDims.y / InvSize.y) + BValue; float T3 = Coord3.x * InvSize.x + AValue * Coord3.y * 2.0f * (RawDims.y / InvSize.y) + 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(); } }