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| // license:BSD-3-Clause | |
| // copyright-holders:Ryan Holtz,ImJezze | |
| //----------------------------------------------------------------------------- | |
| // NTSC Effect | |
| //----------------------------------------------------------------------------- | |
| //----------------------------------------------------------------------------- | |
| // Sampler Definitions | |
| //----------------------------------------------------------------------------- | |
| 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 TexCoord : TEXCOORD0; | |
| }; | |
| struct VS_INPUT | |
| { | |
| float4 Position : POSITION; | |
| float4 Color : COLOR0; | |
| float2 TexCoord : TEXCOORD0; | |
| }; | |
| struct PS_INPUT | |
| { | |
| float2 TexCoord : TEXCOORD0; | |
| }; | |
| //----------------------------------------------------------------------------- | |
| // YIQ Vertex Shader | |
| //----------------------------------------------------------------------------- | |
| uniform float2 ScreenDims; | |
| uniform float2 SourceDims; | |
| VS_OUTPUT vs_main(VS_INPUT Input) | |
| { | |
| VS_OUTPUT Output = (VS_OUTPUT)0; | |
| Output.Position = float4(Input.Position.xyz, 1.0f); | |
| Output.Position.xy /= ScreenDims; | |
| Output.Position.y = 1.0f - Output.Position.y; // flip y | |
| Output.Position.xy -= 0.5f; // center | |
| Output.Position.xy *= 2.0f; // zoom | |
| Output.TexCoord.xy = Input.TexCoord; | |
| Output.TexCoord.xy += 0.5f / SourceDims; // half texel offset correction (DX9) | |
| return Output; | |
| } | |
| //----------------------------------------------------------------------------- | |
| // NTSC Pixel Shader | |
| //----------------------------------------------------------------------------- | |
| uniform float AValue = 0.5f; | |
| uniform float BValue = 0.5f; | |
| uniform float CCValue = 3.5795454f; | |
| uniform float OValue = 0.0f; | |
| uniform float PValue = 1.0f; | |
| uniform float ScanTime = 52.6f; | |
| uniform float NotchHalfWidth = 1.0f; | |
| uniform float YFreqResponse = 6.0f; | |
| uniform float IFreqResponse = 1.2f; | |
| uniform float QFreqResponse = 0.6f; | |
| uniform float SignalOffset = 0.0f; | |
| //----------------------------------------------------------------------------- | |
| // Constants | |
| //----------------------------------------------------------------------------- | |
| static const float PI = 3.1415927f; | |
| static const float PI2 = PI * 2.0f; | |
| static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f); | |
| static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f); | |
| static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f); | |
| static const float3 RDot = float3(1.0f, 0.956f, 0.621f); | |
| static const float3 GDot = float3(1.0f, -0.272f, -0.647f); | |
| static const float3 BDot = float3(1.0f, -1.106f, 1.703f); | |
| static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f); | |
| static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f); | |
| static const int SampleCount = 64; | |
| static const int HalfSampleCount = SampleCount / 2; | |
| float4 GetCompositeYIQ(float2 TexCoord) | |
| { | |
| float2 PValueSourceTexel = float2(PValue / SourceDims.x, 0.0f); | |
| float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x; | |
| float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y; | |
| float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z; | |
| float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w; | |
| float4 Cx = float4(C0.x, C1.x, C2.x, C3.x); | |
| float4 Cy = float4(C0.y, C1.y, C2.y, C3.y); | |
| float4 Texel0 = tex2D(DiffuseSampler, C0); | |
| float4 Texel1 = tex2D(DiffuseSampler, C1); | |
| float4 Texel2 = tex2D(DiffuseSampler, C2); | |
| float4 Texel3 = tex2D(DiffuseSampler, C3); | |
| float4 HPosition = Cx; | |
| float4 VPosition = Cy; | |
| float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot)); | |
| float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot)); | |
| float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot)); | |
| float W = PI2 * CCValue * ScanTime; | |
| float WoPI = W / PI; | |
| float HOffset = (BValue + SignalOffset) / WoPI; | |
| float VScale = (AValue * SourceDims.y) / WoPI; | |
| float4 T = HPosition + HOffset + VPosition * VScale; | |
| float4 TW = T * W; | |
| float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW); | |
| return CompositeYIQ; | |
| } | |
| float4 ps_main(PS_INPUT Input) : COLOR | |
| { | |
| float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); | |
| float TimePerSample = ScanTime / (SourceDims.x * 4.0f); | |
| float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample; | |
| float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample; | |
| float Fc_y3 = YFreqResponse * TimePerSample; | |
| float Fc_i = IFreqResponse * TimePerSample; | |
| float Fc_q = QFreqResponse * TimePerSample; | |
| float Fc_i_2 = Fc_i * 2.0f; | |
| float Fc_q_2 = Fc_q * 2.0f; | |
| float Fc_y1_2 = Fc_y1 * 2.0f; | |
| float Fc_y2_2 = Fc_y2 * 2.0f; | |
| float Fc_y3_2 = Fc_y3 * 2.0f; | |
| float Fc_i_pi2 = Fc_i * PI2; | |
| float Fc_q_pi2 = Fc_q * PI2; | |
| float Fc_y1_pi2 = Fc_y1 * PI2; | |
| float Fc_y2_pi2 = Fc_y2 * PI2; | |
| float Fc_y3_pi2 = Fc_y3 * PI2; | |
| float PI2Length = PI2 / SampleCount; | |
| float W = PI2 * CCValue * ScanTime; | |
| float WoPI = W / PI; | |
| float HOffset = (BValue + SignalOffset) / WoPI; | |
| float VScale = (AValue * SourceDims.y) / WoPI; | |
| float4 YAccum = 0.0f; | |
| float4 IAccum = 0.0f; | |
| float4 QAccum = 0.0f; | |
| float4 Cy = Input.TexCoord.y; | |
| float4 VPosition = Cy; | |
| for (float i = 0; i < SampleCount; i += 4.0f) | |
| { | |
| float n = i - HalfSampleCount; | |
| float4 n4 = n + NotchOffset; | |
| float4 Cx = Input.TexCoord.x + (n4 * 0.25f) / SourceDims.x; | |
| float4 HPosition = Cx; | |
| float4 C = GetCompositeYIQ(float2(Cx.r, Cy.r)); | |
| float4 T = HPosition + HOffset + VPosition * VScale; | |
| float4 WT = W * T + OValue; | |
| float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4); | |
| float4 SincYIn1 = Fc_y1_pi2 * n4; | |
| float4 SincYIn2 = Fc_y2_pi2 * n4; | |
| float4 SincYIn3 = Fc_y3_pi2 * n4; | |
| float4 SincIIn = Fc_i_pi2 * n4; | |
| float4 SincQIn = Fc_q_pi2 * n4; | |
| float4 SincY1 = SincYIn1 != 0.0f ? sin(SincYIn1) / SincYIn1 : 1.0f; | |
| float4 SincY2 = SincYIn2 != 0.0f ? sin(SincYIn2) / SincYIn2 : 1.0f; | |
| float4 SincY3 = SincYIn3 != 0.0f ? sin(SincYIn3) / SincYIn3 : 1.0f; | |
| float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3; | |
| float4 IdealI = Fc_i_2 * (SincIIn != 0.0f ? sin(SincIIn) / SincIIn : 1.0f); | |
| float4 IdealQ = Fc_q_2 * (SincQIn != 0.0f ? sin(SincQIn) / SincQIn : 1.0f); | |
| float4 FilterY = SincKernel * IdealY; | |
| float4 FilterI = SincKernel * IdealI; | |
| float4 FilterQ = SincKernel * IdealQ; | |
| YAccum = YAccum + C * FilterY; | |
| IAccum = IAccum + C * cos(WT) * FilterI; | |
| QAccum = QAccum + C * sin(WT) * FilterQ; | |
| } | |
| float3 YIQ = float3( | |
| (YAccum.r + YAccum.g + YAccum.b + YAccum.a), | |
| (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f, | |
| (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f); | |
| float3 RGB = float3( | |
| dot(YIQ, RDot), | |
| dot(YIQ, GDot), | |
| dot(YIQ, BDot)); | |
| return float4(RGB, BaseTexel.a); | |
| } | |
| //----------------------------------------------------------------------------- | |
| // NTSC Technique | |
| //----------------------------------------------------------------------------- | |
| technique DefaultTechnique | |
| { | |
| pass Pass0 | |
| { | |
| Lighting = FALSE; | |
| VertexShader = compile vs_3_0 vs_main(); | |
| PixelShader = compile ps_3_0 ps_main(); | |
| } | |
| } |