mame/hlsl/yiq_encode.fx

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//-----------------------------------------------------------------------------
// YIQ Encode Effect
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
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 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.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 Scaler = float2(RawWidth, RawHeight);
float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
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float2 Coord0 = Input.Coord0 + float2(PValue * 0.00f, 0.0f) / Scaler;
float2 Coord1 = Input.Coord1 + float2(PValue * 0.25f, 0.0f) / Scaler;
float2 Coord2 = Input.Coord2 + float2(PValue * 0.50f, 0.0f) / Scaler;
float2 Coord3 = Input.Coord3 + float2(PValue * 0.75f, 0.0f) / Scaler;
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float2 TexelOffset = 0.5f / Scaler;
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;
float PI = 3.1415926535897932384626433832795;
float W = PI * 2.0f * CCValue * ScanTime;
float T0 = Coord0.x * WidthRatio + AValue * Coord0.y * 2.0f * (RawHeight / HeightRatio) + BValue;
float T1 = Coord1.x * WidthRatio + AValue * Coord1.y * 2.0f * (RawHeight / HeightRatio) + BValue;
float T2 = Coord2.x * WidthRatio + AValue * Coord2.y * 2.0f * (RawHeight / HeightRatio) + BValue;
float T3 = Coord3.x * WidthRatio + AValue * Coord3.y * 2.0f * (RawHeight / HeightRatio) + 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();
}
}