| Index: client/deps/glbench/src/yuv2rgb_3.glslf
|
| diff --git a/client/deps/glbench/src/yuv2rgb_3.glslf b/client/deps/glbench/src/yuv2rgb_3.glslf
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..d2f6ea268cb75b17ce97d842fb2b35a43f47a715
|
| --- /dev/null
|
| +++ b/client/deps/glbench/src/yuv2rgb_3.glslf
|
| @@ -0,0 +1,75 @@
|
| +/*
|
| + * Copyright 2010, Google Inc.
|
| + * All rights reserved.
|
| + *
|
| + * Redistribution and use in source and binary forms, with or without
|
| + * modification, are permitted provided that the following conditions are
|
| + * met:
|
| + *
|
| + * * Redistributions of source code must retain the above copyright
|
| + * notice, this list of conditions and the following disclaimer.
|
| + * * Redistributions in binary form must reproduce the above
|
| + * copyright notice, this list of conditions and the following disclaimer
|
| + * in the documentation and/or other materials provided with the
|
| + * distribution.
|
| + * * Neither the name of Google Inc. nor the names of its
|
| + * contributors may be used to endorse or promote products derived from
|
| + * this software without specific prior written permission.
|
| + *
|
| + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
| + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
| + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
| + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
| + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
| + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
| + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
| + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
| + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
| + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
| + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| + */
|
| +
|
| +/*
|
| + * This is a planar YUV to RGB conversion shader that uses separate samplers to
|
| + * hold Y, U and V components.
|
| + */
|
| +
|
| +uniform sampler2D ySampler;
|
| +uniform sampler2D uSampler;
|
| +uniform sampler2D vSampler;
|
| +
|
| +#if defined (USE_UNIFORM_MATRIX)
|
| +uniform mat4 conversion;
|
| +#endif
|
| +
|
| +varying vec2 yPlane;
|
| +varying vec2 uvPlane;
|
| +
|
| +void main() {
|
| +#if defined(I915_WORKAROUND)
|
| + float yChannel = texture2D(ySampler, gl_TexCoord[0].xy).r;
|
| + float uChannel = texture2D(uSampler, gl_TexCoord[0].zw).r;
|
| + float vChannel = texture2D(vSampler, gl_TexCoord[0].zw).r;
|
| +#else
|
| + float yChannel = texture2D(ySampler, yPlane).r;
|
| + float uChannel = texture2D(uSampler, uvPlane).r;
|
| + float vChannel = texture2D(vSampler, uvPlane).r;
|
| +#endif
|
| + /*
|
| + * This does the colorspace conversion from Y'UV to RGB as a matrix
|
| + * multiply. It also does the offset of the U and V channels from
|
| + * [0,1] to [-.5,.5] as part of the transform.
|
| + */
|
| +
|
| + vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0);
|
| +
|
| +#if !defined(USE_UNIFORM_MATRIX)
|
| + mat4 conversion = mat4(
|
| + 1.0, 1.0, 1.0, 0.0,
|
| + 0.0, -0.344, 1.772, 0.0,
|
| + 1.402, -0.714, 0.0, 0.0,
|
| + -0.701, 0.529, -0.886, 1.0
|
| + );
|
| +#endif
|
| + gl_FragColor = conversion * channels;
|
| +}
|
|
|