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| 1 /* |
| 2 * Copyright 2010, Google Inc. |
| 3 * All rights reserved. |
| 4 * |
| 5 * Redistribution and use in source and binary forms, with or without |
| 6 * modification, are permitted provided that the following conditions are |
| 7 * met: |
| 8 * |
| 9 * * Redistributions of source code must retain the above copyright |
| 10 * notice, this list of conditions and the following disclaimer. |
| 11 * * Redistributions in binary form must reproduce the above |
| 12 * copyright notice, this list of conditions and the following disclaimer |
| 13 * in the documentation and/or other materials provided with the |
| 14 * distribution. |
| 15 * * Neither the name of Google Inc. nor the names of its |
| 16 * contributors may be used to endorse or promote products derived from |
| 17 * this software without specific prior written permission. |
| 18 * |
| 19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 20 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 21 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 22 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 23 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 24 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 25 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 28 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 29 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 30 */ |
| 31 |
| 32 /* |
| 33 * This is a planar YUV to RGB conversion shader that uses separate samplers to |
| 34 * hold Y, U and V components. |
| 35 */ |
| 36 |
| 37 uniform sampler2D ySampler; |
| 38 uniform sampler2D uSampler; |
| 39 uniform sampler2D vSampler; |
| 40 |
| 41 #if defined (USE_UNIFORM_MATRIX) |
| 42 uniform mat4 conversion; |
| 43 #endif |
| 44 |
| 45 varying vec2 yPlane; |
| 46 varying vec2 uvPlane; |
| 47 |
| 48 void main() { |
| 49 #if defined(I915_WORKAROUND) |
| 50 float yChannel = texture2D(ySampler, gl_TexCoord[0].xy).r; |
| 51 float uChannel = texture2D(uSampler, gl_TexCoord[0].zw).r; |
| 52 float vChannel = texture2D(vSampler, gl_TexCoord[0].zw).r; |
| 53 #else |
| 54 float yChannel = texture2D(ySampler, yPlane).r; |
| 55 float uChannel = texture2D(uSampler, uvPlane).r; |
| 56 float vChannel = texture2D(vSampler, uvPlane).r; |
| 57 #endif |
| 58 /* |
| 59 * This does the colorspace conversion from Y'UV to RGB as a matrix |
| 60 * multiply. It also does the offset of the U and V channels from |
| 61 * [0,1] to [-.5,.5] as part of the transform. |
| 62 */ |
| 63 |
| 64 vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); |
| 65 |
| 66 #if !defined(USE_UNIFORM_MATRIX) |
| 67 mat4 conversion = mat4( |
| 68 1.0, 1.0, 1.0, 0.0, |
| 69 0.0, -0.344, 1.772, 0.0, |
| 70 1.402, -0.714, 0.0, 0.0, |
| 71 -0.701, 0.529, -0.886, 1.0 |
| 72 ); |
| 73 #endif |
| 74 gl_FragColor = conversion * channels; |
| 75 } |
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