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; |
+} |