mirror of
https://github.com/mamedev/mame.git
synced 2024-11-18 10:06:19 +01:00
130 lines
3.7 KiB
HLSL
130 lines
3.7 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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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 TexCoord : 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 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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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 float2 ScreenDims;
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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.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.xy -= 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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Output.TexCoord = Input.TexCoord;
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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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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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uniform float2 SourceDims;
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uniform float2 SourceRect;
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uniform float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
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uniform float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
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uniform float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
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uniform float4 OffsetX = float4(0.00f, 0.25f, 0.50f, 0.75f);
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uniform float PI = 3.1415926535f;
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uniform float PI2 = 6.2831853072f;
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uniform float MaxC = 2.1183f;
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uniform float MinC = -1.1183f;
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uniform float CRange = 3.2366f;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 InvDims = 1.0f / SourceDims;
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float4 CoordX = float4(Input.TexCoord.x + OffsetX * InvDims.x);
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float4 CoordY = Input.TexCoord.y;
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float2 TexelOffset = InvDims * 0.5f;
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float4 Texel0 = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) + TexelOffset);
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float4 Texel1 = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) + TexelOffset);
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float4 Texel2 = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) + TexelOffset);
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float4 Texel3 = tex2D(DiffuseSampler, float2(CoordX.w, CoordY.w) + TexelOffset);
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float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
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float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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float4 W = PI2 * CCValue * ScanTime;
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float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x);
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float4 T = CoordX / SourceRect.x + VPosition + BValue;
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float4 C = Y + I * cos(T * W) + Q * sin(T * W);
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C = (C - MinC) / CRange;
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return C;
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}
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//-----------------------------------------------------------------------------
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// YIQ Encode Technique
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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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