mame/hlsl/yiq_decode.fx
Ryan Holtz a47bd09534 HLSL Improvements: [Ryan Holtz, Bat Country Entertainment]
- Added magnet deconvergence via a shader uniform
- Improved phosphorescence
- Improved YIQ codec
2011-05-21 06:47:56 +00:00

165 lines
4.6 KiB
HLSL

//-----------------------------------------------------------------------------
// YIQ Decode Effect
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = POINT;
MinFilter = POINT;
MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float4 Coord0 : TEXCOORD0;
float4 Coord1 : TEXCOORD1;
float4 Coord2 : TEXCOORD2;
float4 Coord3 : TEXCOORD3;
float4 Coord4 : TEXCOORD4;
float4 Coord5 : TEXCOORD5;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 ExtraInfo : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float4 Coord0 : TEXCOORD0;
float4 Coord1 : TEXCOORD1;
float4 Coord2 : TEXCOORD2;
float4 Coord3 : TEXCOORD3;
float4 Coord4 : TEXCOORD4;
float4 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.xy = Input.TexCoord + float2(-0.625f / RawWidth, 0.0f);
Output.Coord1.xy = Input.TexCoord + float2(-0.375f / RawWidth, 0.0f);
Output.Coord2.xy = Input.TexCoord + float2(-0.125f / RawWidth, 0.0f);
Output.Coord3.xy = Input.TexCoord + float2(0.125f / RawWidth, 0.0f);
Output.Coord4.xy = Input.TexCoord + float2(0.375f / RawWidth, 0.0f);
Output.Coord5.xy = Input.TexCoord + float2(0.625f / 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);
float2 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy);
float4 C = OrigC;
float2 C2 = OrigC2;
float MaxC = 2.1183f;
float MinC = -1.1183f;
float CRange = MaxC - MinC;
C = C * CRange + MinC;
C2 = C2 * CRange + MinC;
float2 Coord0 = Input.Coord0.xy * RawDims;
float2 Coord1 = Input.Coord1.xy * RawDims;
float2 Coord2 = Input.Coord2.xy * RawDims;
float2 Coord3 = Input.Coord3.xy * RawDims;
float2 Coord4 = Input.Coord4.xy * RawDims;
float2 Coord5 = Input.Coord5.xy * RawDims;
float W = WValue;
float T0 = Coord0.x + AValue * Coord0.y + BValue;
float T1 = Coord1.x + AValue * Coord1.y + BValue;
float T2 = Coord2.x + AValue * Coord2.y + BValue;
float T3 = Coord3.x + AValue * Coord3.y + BValue;
float T4 = Coord4.x + AValue * Coord4.y + BValue;
float T5 = Coord5.x + AValue * 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 I = C * sin(W * Tc);
float4 Q = C * cos(W * Tc);
float2 I2 = C2 * sin(W * Tc2);
float2 Q2 = C2 * 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();
}
}