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| 1 /* | 1 /* |
| 2 * Copyright 2010, Google Inc. | 2 * Copyright 2010, Google Inc. |
| 3 * All rights reserved. | 3 * All rights reserved. |
| 4 * | 4 * |
| 5 * Redistribution and use in source and binary forms, with or without | 5 * Redistribution and use in source and binary forms, with or without |
| 6 * modification, are permitted provided that the following conditions are | 6 * modification, are permitted provided that the following conditions are |
| 7 * met: | 7 * met: |
| 8 * | 8 * |
| 9 * * Redistributions of source code must retain the above copyright | 9 * * Redistributions of source code must retain the above copyright |
| 10 * notice, this list of conditions and the following disclaimer. | 10 * notice, this list of conditions and the following disclaimer. |
| (...skipping 25 matching lines...) Expand all Loading... |
| 36 */ | 36 */ |
| 37 | 37 |
| 38 uniform sampler2D textureSampler; | 38 uniform sampler2D textureSampler; |
| 39 uniform sampler2D paritySampler; | 39 uniform sampler2D paritySampler; |
| 40 | 40 |
| 41 varying vec2 lineCounter; | 41 varying vec2 lineCounter; |
| 42 varying vec2 yPlane; | 42 varying vec2 yPlane; |
| 43 varying vec2 uPlane; | 43 varying vec2 uPlane; |
| 44 varying vec2 vPlane; | 44 varying vec2 vPlane; |
| 45 | 45 |
| 46 #if defined (USE_UNIFORM_MATRIX) |
| 47 uniform mat4 conversion; |
| 48 #endif |
| 49 |
| 46 void main() { | 50 void main() { |
| 47 /* | 51 /* |
| 48 * If the height of the original image is even, offset_odd is not needed. | 52 * If the height of the original image is even, offset_odd is not needed. |
| 49 */ | 53 */ |
| 50 #if defined(I915_WORKAROUND) | 54 #if defined(I915_WORKAROUND) |
| 51 vec2 offset_even = vec2(texture2D(paritySampler, gl_TexCoord[0].xy).x * 0.5, | 55 vec2 offset_even = vec2(texture2D(paritySampler, gl_TexCoord[0].xy).x * 0.5, |
| 52 0.0); | 56 0.0); |
| 53 #else | 57 #else |
| 54 vec2 offset_even = vec2(texture2D(paritySampler, lineCounter).x * 0.5, 0.0); | 58 vec2 offset_even = vec2(texture2D(paritySampler, lineCounter).x * 0.5, 0.0); |
| 55 #endif | 59 #endif |
| 56 vec2 offset_odd = vec2(0.5 - offset_even.x, 0.0); | 60 vec2 offset_odd = vec2(0.5 - offset_even.x, 0.0); |
| 57 | 61 |
| 58 #if defined(I915_WORKAROUND) | 62 #if defined(I915_WORKAROUND) |
| 59 float yChannel = texture2D(textureSampler, gl_TexCoord[0].zw).x; | 63 float yChannel = texture2D(textureSampler, gl_TexCoord[0].zw).x; |
| 60 float uChannel = texture2D(textureSampler, gl_TexCoord[1].xy + offset_even).x; | 64 float uChannel = texture2D(textureSampler, gl_TexCoord[1].xy + offset_even).x; |
| 61 float vChannel = texture2D(textureSampler, gl_TexCoord[1].zw + offset_odd).x; | 65 float vChannel = texture2D(textureSampler, gl_TexCoord[1].zw + offset_odd).x; |
| 62 #else | 66 #else |
| 63 float yChannel = texture2D(textureSampler, yPlane).x; | 67 float yChannel = texture2D(textureSampler, yPlane).x; |
| 64 float uChannel = texture2D(textureSampler, uPlane + offset_even).x; | 68 float uChannel = texture2D(textureSampler, uPlane + offset_even).x; |
| 65 float vChannel = texture2D(textureSampler, vPlane + offset_odd).x; | 69 float vChannel = texture2D(textureSampler, vPlane + offset_odd).x; |
| 66 #endif | 70 #endif |
| 67 /* | 71 /* |
| 68 * This does the colorspace conversion from Y'UV to RGB as a matrix | 72 * This does the colorspace conversion from Y'UV to RGB as a matrix |
| 69 * multiply. It also does the offset of the U and V channels from | 73 * multiply. It also does the offset of the U and V channels from |
| 70 * [0,1] to [-.5,.5] as part of the transform. | 74 * [0,1] to [-.5,.5] as part of the transform. |
| 71 */ | 75 */ |
| 72 vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); | 76 vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); |
| 77 #if !defined(USE_UNIFORM_MATRIX) |
| 73 mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0, | 78 mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0, |
| 74 0.0, -0.344, 1.772, 0.0, | 79 0.0, -0.344, 1.772, 0.0, |
| 75 1.402, -0.714, 0.0, 0.0, | 80 1.402, -0.714, 0.0, 0.0, |
| 76 -0.701, 0.529, -0.886, 1.0); | 81 -0.701, 0.529, -0.886, 1.0); |
| 82 #endif |
| 77 | 83 |
| 78 gl_FragColor = conversion * channels; | 84 gl_FragColor = conversion * channels; |
| 79 } | 85 } |
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