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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
37uniform sampler2D ySampler;
38uniform sampler2D uSampler;
39uniform sampler2D vSampler;
40
41#if defined (USE_UNIFORM_MATRIX)
42uniform mat4 conversion;
43#endif
44
45varying vec2 yPlane;
46varying vec2 uvPlane;
47
48void main() {
49  float yChannel = texture2D(ySampler, yPlane).r;
50  float uChannel = texture2D(uSampler, uvPlane).r;
51  float vChannel = texture2D(vSampler, uvPlane).r;
52  /*
53   * This does the colorspace conversion from Y'UV to RGB as a matrix
54   * multiply.  It also does the offset of the U and V channels from
55   * [0,1] to [-.5,.5] as part of the transform.
56   */
57
58  vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0);
59
60#if !defined(USE_UNIFORM_MATRIX)
61  mat4 conversion = mat4(
62        1.0,    1.0,    1.0,   0.0,
63        0.0,   -0.344,  1.772, 0.0,
64        1.402, -0.714,  0.0,   0.0,
65        -0.701,  0.529, -0.886, 1.0
66  );
67#endif
68  gl_FragColor = conversion * channels;
69}
70