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r11628 Monday 23rd May, 2011 at 01:53:03 UTC by MooglyGuy
More HLSL fixes
[hlsl]phosphor.fx yiq_decode.fx yiq_encode.fx

hlsl/yiq_decode.fx
r11627r11628
155155   float2 CoordA = Input.Coord2.zw * RawDims;
156156   float2 CoordB = Input.Coord3.zw * RawDims;
157157   
158   float W = WValue;
158   float W = WValue * 2.0f;
159159   float T0 = Coord0.x + AValue * Coord0.y + BValue;
160160   float T1 = Coord1.x + AValue * Coord1.y + BValue;
161161   float T2 = Coord2.x + AValue * Coord2.y + BValue;
hlsl/yiq_encode.fx
r11627r11628
107107   float2 Coord2 = (Input.Coord2.xy + float2(0.50f / RawWidth, 0.0f)) * Scaler;
108108   float2 Coord3 = (Input.Coord3.xy + float2(0.75f / RawWidth, 0.0f)) * Scaler;
109109   
110   float W = WValue;
110   float W = WValue * 2.0f;
111111   float T0 = Coord0.x + AValue * Coord0.y + BValue;
112112   float T1 = Coord1.x + AValue * Coord1.y + BValue;
113113   float T2 = Coord2.x + AValue * Coord2.y + BValue;
hlsl/phosphor.fx
r11627r11628
7979   Output.Color = Input.Color;
8080   
8181   float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
82   Output.TexCoord = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight);
83   Output.PrevCoord = Output.TexCoord + 0.5f / float2(RawWidth, RawHeight);
82   Output.TexCoord = Input.TexCoord + 0.5f * InvTexSize;
83   Output.PrevCoord = Output.TexCoord + 0.5f * InvTexSize;
8484   
8585   return Output;
8686}

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