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[require]
GLSL >= 3.30
[vertex shader]
#version 330 core
in vec4 a_position;
in vec2 a_texcoord;
out vec2 v_texcoord;
void main()
{
gl_Position = a_position;
v_texcoord = a_texcoord;
}
[fragment shader]
#version 330 core
uniform vec2 tex_scale0;
uniform vec2 tex_scale1;
uniform vec2 tex_scale2;
uniform float width;
uniform float height;
uniform float poffset_x;
uniform float poffset_y;
uniform vec3 offset;
uniform vec3 coeff1;
uniform vec3 coeff2;
uniform vec3 coeff3;
uniform sampler2D Ytex, Utex, Vtex;
layout (location = 0) out vec4 fragColor;
vec3 yuv_to_rgb (vec3 val, vec3 offset, vec3 ycoeff, vec3 ucoeff, vec3 vcoeff) {
vec3 rgb;
val += offset;
rgb.r = dot(val, ycoeff);
rgb.g = dot(val, ucoeff);
rgb.b = dot(val, vcoeff);
return rgb;
}
in vec2 v_texcoord;
void main (void) {
vec2 texcoord;
texcoord = v_texcoord;
vec4 texel, rgba;
texel.x = texture(Ytex, texcoord * tex_scale0).r;
texel.y = texture(Utex, texcoord * tex_scale1).r;
texel.z = texture(Vtex, texcoord * tex_scale2).r;
rgba.rgb = yuv_to_rgb (texel.xyz, offset, coeff1, coeff2, coeff3);
rgba.a = 1.0;
fragColor=vec4(rgba.r,rgba.g,rgba.b,rgba.a);
}
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