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