mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
178 lines
5.4 KiB
HLSL
178 lines
5.4 KiB
HLSL
//-----------------------------------------------------------------------------
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// YIQ Decode Effect
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//-----------------------------------------------------------------------------
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texture Composite;
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sampler CompositeSampler = sampler_state
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{
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Texture = <Composite>;
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MipFilter = POINT;
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MinFilter = POINT;
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MagFilter = POINT;
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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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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 Coord0 : TEXCOORD0;
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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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float2 Unused : TEXCOORD1;
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};
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struct PS_INPUT
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{
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float4 Coord0 : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// YIQ Decode Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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uniform float WidthRatio;
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uniform float HeightRatio;
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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.Coord0.xy = Input.TexCoord;
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Output.Coord0.zw = float2(1.0f / RawWidth, 0.0f);
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return Output;
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}
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//-----------------------------------------------------------------------------
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// YIQ Decode Pixel Shader
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//-----------------------------------------------------------------------------
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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 OValue = 0.0f;
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uniform float ScanTime = 52.6f;
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uniform float NotchHalfWidth = 1.0f;
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uniform float YFreqResponse = 6.0f;
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uniform float IFreqResponse = 1.2f;
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uniform float QFreqResponse = 0.6f;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 RawDims = float2(RawWidth, RawHeight);
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float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + 0.5f / RawDims);
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// YIQ convolution: N coefficients each
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float4 YAccum = 0.0f;
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float4 IAccum = 0.0f;
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float4 QAccum = 0.0f;
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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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float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float Fc_y3 = YFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float Fc_i = IFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float Fc_q = QFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio);
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float PI = 3.1415926535897932384626433832795;
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float PI2 = 2.0f * PI;
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float PI2Length = PI2 / 82.0f;
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float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
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float W = PI2 * CCValue * ScanTime;
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for(float n = -41.0f; n < 42.0f; n += 4.0f)
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{
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float4 n4 = n + NOffset;
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float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f;
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float4 CoordY = Input.Coord0.y;
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float2 TexCoord = float2(CoordX.r, CoordY.r);
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float4 C = tex2D(CompositeSampler, TexCoord + float2(0.625f, 0.4f) / RawDims) * CRange + MinC;
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float4 WT = W * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawHeight / HeightRatio) + BValue) + OValue;
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float4 SincYIn1 = PI2 * Fc_y1 * n4;
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float4 SincYIn2 = PI2 * Fc_y2 * n4;
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float4 SincYIn3 = PI2 * Fc_y3 * n4;
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float4 SincY1 = ((SincYIn1 != 0.0f) ? (sin(SincYIn1) / SincYIn1) : 1.0f);
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float4 SincY2 = ((SincYIn2 != 0.0f) ? (sin(SincYIn2) / SincYIn2) : 1.0f);
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float4 SincY3 = ((SincYIn3 != 0.0f) ? (sin(SincYIn3) / SincYIn3) : 1.0f);
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float4 IdealY = (2.0f * Fc_y1 * SincY1 - 2.0f * Fc_y2 * SincY2) + 2.0f * Fc_y3 * SincY3;
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float4 FilterY = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealY;
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float4 SincIIn = PI2 * Fc_i * n4;
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float4 IdealI = 2.0f * Fc_i * ((SincIIn != 0.0f) ? (sin(SincIIn) / SincIIn) : 1.0f);
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float4 FilterI = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealI;
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float4 SincQIn = PI2 * Fc_q * n4;
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float4 IdealQ = 2.0f * Fc_q * ((SincQIn != 0.0f) ? (sin(SincQIn) / SincQIn) : 1.0f);
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float4 FilterQ = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealQ;
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YAccum = YAccum + C * FilterY;
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IAccum = IAccum + C * cos(WT) * FilterI;
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QAccum = QAccum + C * sin(WT) * FilterQ;
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}
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float Y = YAccum.r + YAccum.g + YAccum.b + YAccum.a;
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float I = (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f;
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float Q = (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f;
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float3 YIQ = float3(Y, I, Q);
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float3 OutRGB = 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)));
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return float4(OutRGB, BaseTexel.a);
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}
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//-----------------------------------------------------------------------------
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// YIQ Decode Technique
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//-----------------------------------------------------------------------------
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technique DecodeTechnique
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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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