/* * 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 an optimized version of the YUV to RGB conversion shader. This * shader assumes the height of U and V planes is odd, which means the height * of the original image is 2 modulo 4. */ uniform sampler2D textureSampler; uniform sampler2D paritySampler; varying vec2 lineCounter; varying vec2 yPlane; varying vec2 uPlane; varying vec2 vPlane; #if defined (USE_UNIFORM_MATRIX) uniform mat4 conversion; #endif void main() { /* * If the height of the original image is even, offset_odd is not needed. */ vec2 offset_even = vec2(texture2D(paritySampler, lineCounter).x * 0.5, 0.0); vec2 offset_odd = vec2(0.5 - offset_even.x, 0.0); float yChannel = texture2D(textureSampler, yPlane).x; float uChannel = texture2D(textureSampler, uPlane + offset_even).x; float vChannel = texture2D(textureSampler, vPlane + offset_odd).x; /* * 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; }