2011-05-19 21:14:20 +02:00
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//-----------------------------------------------------------------------------
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// YIQ Encode Effect
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 Coord0 : TEXCOORD0;
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float2 Coord1 : TEXCOORD1;
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float2 Coord2 : TEXCOORD2;
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float2 Coord3 : TEXCOORD3;
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};
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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2013-05-22 03:58:38 +02:00
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float2 Unused : TEXCOORD1;
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2011-05-19 21:14:20 +02:00
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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 Coord0 : TEXCOORD0;
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float2 Coord1 : TEXCOORD1;
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float2 Coord2 : TEXCOORD2;
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float2 Coord3 : TEXCOORD3;
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};
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//-----------------------------------------------------------------------------
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// YIQ Encode Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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2013-05-19 18:21:26 +02:00
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uniform float2 RawDims;
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2011-05-19 21:14:20 +02:00
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2013-05-22 10:03:01 +02:00
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uniform float WidthRatio;
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uniform float HeightRatio;
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2011-05-19 21:14:20 +02:00
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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2011-05-22 05:48:13 +02:00
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Output.Coord0 = Input.TexCoord;
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Output.Coord1 = Input.TexCoord;
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Output.Coord2 = Input.TexCoord;
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Output.Coord3 = Input.TexCoord;
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2011-05-20 09:37:34 +02:00
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2011-05-19 21:14:20 +02:00
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return Output;
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}
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//-----------------------------------------------------------------------------
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// YIQ Encode Pixel Shader
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//-----------------------------------------------------------------------------
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2011-05-30 23:10:23 +02:00
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uniform float AValue = 0.0f;
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uniform float BValue = 0.0f;
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uniform float CCValue = 3.04183f;
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uniform float PValue = 1.0f;
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uniform float ScanTime = 52.6f;
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2011-05-22 03:30:55 +02:00
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2011-05-19 21:14:20 +02:00
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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2013-05-19 18:21:26 +02:00
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float2 Coord0 = Input.Coord0 + float2(PValue * 0.00f, 0.0f) / RawDims;
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float2 Coord1 = Input.Coord1 + float2(PValue * 0.25f, 0.0f) / RawDims;
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float2 Coord2 = Input.Coord2 + float2(PValue * 0.50f, 0.0f) / RawDims;
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float2 Coord3 = Input.Coord3 + float2(PValue * 0.75f, 0.0f) / RawDims;
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2011-05-31 16:43:47 +02:00
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2013-05-19 18:21:26 +02:00
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float2 TexelOffset = 0.5f / RawDims;
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2011-05-31 16:43:47 +02:00
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float3 Texel0 = tex2D(DiffuseSampler, Coord0 + TexelOffset).rgb;
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float3 Texel1 = tex2D(DiffuseSampler, Coord1 + TexelOffset).rgb;
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float3 Texel2 = tex2D(DiffuseSampler, Coord2 + TexelOffset).rgb;
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float3 Texel3 = tex2D(DiffuseSampler, Coord3 + TexelOffset).rgb;
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2011-05-19 21:14:20 +02:00
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2011-05-30 23:10:23 +02:00
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float PI = 3.1415926535897932384626433832795;
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float W = PI * 2.0f * CCValue * ScanTime;
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2013-05-22 10:03:01 +02:00
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float T0 = Coord0.x * WidthRatio + AValue * Coord0.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
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float T1 = Coord1.x * WidthRatio + AValue * Coord1.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
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float T2 = Coord2.x * WidthRatio + AValue * Coord2.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
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float T3 = Coord3.x * WidthRatio + AValue * Coord3.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
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2011-05-20 09:37:34 +02:00
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2011-05-19 21:14:20 +02:00
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float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f));
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float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f));
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float Q0 = dot(Texel0, float3(0.211456f, -0.522591f, 0.311135f));
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float Y1 = dot(Texel1, float3(0.299f, 0.587f, 0.114f));
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float I1 = dot(Texel1, float3(0.595716f, -0.274453f, -0.321263f));
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float Q1 = dot(Texel1, float3(0.211456f, -0.522591f, 0.311135f));
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float Y2 = dot(Texel2, float3(0.299f, 0.587f, 0.114f));
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float I2 = dot(Texel2, float3(0.595716f, -0.274453f, -0.321263f));
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float Q2 = dot(Texel2, float3(0.211456f, -0.522591f, 0.311135f));
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float Y3 = dot(Texel3, float3(0.299f, 0.587f, 0.114f));
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float I3 = dot(Texel3, float3(0.595716f, -0.274453f, -0.321263f));
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float Q3 = dot(Texel3, float3(0.211456f, -0.522591f, 0.311135f));
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float MaxC = 2.1183f;
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float MinC = -1.1183f;
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float CRange = MaxC - MinC;
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2011-05-30 23:10:23 +02:00
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float C0 = Y0 + I0 * cos(T0 * W) + Q0 * sin(T0 * W);
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float C1 = Y1 + I1 * cos(T1 * W) + Q1 * sin(T1 * W);
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float C2 = Y2 + I2 * cos(T2 * W) + Q2 * sin(T2 * W);
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float C3 = Y3 + I3 * cos(T3 * W) + Q3 * sin(T3 * W);
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2011-05-19 21:14:20 +02:00
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C0 = (C0 - MinC) / CRange;
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C1 = (C1 - MinC) / CRange;
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C2 = (C2 - MinC) / CRange;
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C3 = (C3 - MinC) / CRange;
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return float4(C0, C1, C2, C3);
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}
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//-----------------------------------------------------------------------------
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// YIQ Encode Technique
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//-----------------------------------------------------------------------------
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|
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technique EncodeTechnique
|
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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