//----------------------------------------------------------------------------- // 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 TexCoord : TEXCOORD0; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 Unused : TEXCOORD1; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // YIQ Encode Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; 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; Output.Position.xy -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; Output.TexCoord = 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; uniform float2 SourceDims; uniform float2 SourceRect; uniform float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f); uniform float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f); uniform float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f); uniform float4 OffsetX = float4(0.00f, 0.25f, 0.50f, 0.75f); uniform float PI = 3.1415926535f; uniform float PI2 = 6.2831853072f; uniform float MaxC = 2.1183f; uniform float MinC = -1.1183f; uniform float CRange = 3.2366f; float4 ps_main(PS_INPUT Input) : COLOR { float2 InvDims = 1.0f / SourceDims; float4 CoordX = float4(Input.TexCoord.x + OffsetX * InvDims.x); float4 CoordY = Input.TexCoord.y; float2 TexelOffset = InvDims * 0.5f; float4 Texel0 = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) + TexelOffset); float4 Texel1 = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) + TexelOffset); float4 Texel2 = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) + TexelOffset); float4 Texel3 = tex2D(DiffuseSampler, float2(CoordX.w, CoordY.w) + TexelOffset); 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)); float4 W = PI2 * CCValue * ScanTime; float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x); float4 T = CoordX / SourceRect.x + VPosition + BValue; float4 C = Y + I * cos(T * W) + Q * sin(T * W); C = (C - MinC) / CRange; return C; } //----------------------------------------------------------------------------- // YIQ Encode Technique //----------------------------------------------------------------------------- technique EncodeTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }