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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. |
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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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