//----------------------------------------------------------------------------- // YIQ Decode Effect //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = POINT; MinFilter = POINT; MagFilter = POINT; 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; float2 Coord4 : TEXCOORD4; float2 Coord5 : TEXCOORD5; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 ExtraInfo : TEXCOORD1; }; struct PS_INPUT { float4 Color : COLOR0; float2 Coord0 : TEXCOORD0; float2 Coord1 : TEXCOORD1; float2 Coord2 : TEXCOORD2; float2 Coord3 : TEXCOORD3; float2 Coord4 : TEXCOORD4; float2 Coord5 : TEXCOORD5; }; //----------------------------------------------------------------------------- // YIQ Decode 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.x /= WidthRatio; //Output.Position.y /= HeightRatio; 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 + float2(0.00f / RawWidth, 0.0f); Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f); Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f); Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f); Output.Coord4 = Input.TexCoord + float2(1.00f / RawWidth, 0.0f); Output.Coord5 = Input.TexCoord + float2(1.25f / RawWidth, 0.0f); return Output; } //----------------------------------------------------------------------------- // YIQ Decode Pixel Shader //----------------------------------------------------------------------------- uniform float YSubsampleLength = 3.0f; uniform float ISubsampleLength = 3.0f; uniform float QSubsampleLength = 3.0f; uniform float WValue; uniform float AValue; uniform float BValue; float4 ps_main(PS_INPUT Input) : COLOR { float2 RawDims = float2(RawWidth, RawHeight); float4 OrigC = tex2D(DiffuseSampler, Input.Coord0.xy); float4 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy); float4 C = OrigC; float4 C2 = OrigC2; float MaxC = 2.1183f; float MinC = -1.1183f; float CRange = MaxC - MinC; C = C * CRange + MinC; C2 = C2 * CRange + MinC; float PI = 3.14159265f; float2 Scaler = RawDims; float2 Coord0 = Input.Coord0.xy * Scaler; float2 Coord1 = Input.Coord1.xy * Scaler; float2 Coord2 = Input.Coord2.xy * Scaler; float2 Coord3 = Input.Coord3.xy * Scaler; float2 Coord4 = Input.Coord4.xy * Scaler; float2 Coord5 = Input.Coord5.xy * Scaler; float W = WValue; float YRatio = 1.0f; float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue; float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue; float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue; float T3 = Coord3.x + AValue * YRatio * Coord3.y + BValue; float T4 = Coord4.x + AValue * YRatio * Coord4.y + BValue; float T5 = Coord5.x + AValue * YRatio * Coord5.y + BValue; float4 Tc = float4(T0, T1, T2, T3); float2 Tc2 = float2(T4, T5); float Y = (C.r + C.g + C.b + C.a + C2.r + C2.g) / 6.0f; float4 IQ = C; float4 I = IQ * sin(W * Tc); float4 Q = IQ * cos(W * Tc); float2 IQ2 = C2; float2 I2 = IQ2 * sin(W * Tc2); float2 Q2 = IQ2 * cos(W * Tc2); float Iavg = (I.r + I.g + I.b + I.a + I2.r + I2.g) / 3.0f; float Qavg = (Q.r + Q.g + Q.b + Q.a + Q2.r + Q2.g) / 3.0f; float3 YIQ = float3(Y, Iavg, Qavg); float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(YIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(YIQ, float3(1.0f, -1.1070f, 1.7046f))); return float4(OutRGB, 1.0f); } //----------------------------------------------------------------------------- // YIQ Decode Technique //----------------------------------------------------------------------------- technique DecodeTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }