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-rw-r--r--shaders/gst-gl-text-download-i420-yv12.frag54
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diff --git a/shaders/gst-gl-text-download-i420-yv12.frag b/shaders/gst-gl-text-download-i420-yv12.frag
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--- a/shaders/gst-gl-text-download-i420-yv12.frag
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-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * GStreamer
- * Copyright (C) 2007 David A. Schleef <ds@schleef.org>
- * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect tex;
-uniform float w, h;
-void main(void) {
- float r,g,b,r2,b2,g2,y,u,v;
- vec2 nxy=gl_TexCoord[0].xy;
- vec2 nxy2=mod(2.0*nxy, vec2(w, h));
- r=texture2DRect(tex,nxy).r;
- g=texture2DRect(tex,nxy).g;
- b=texture2DRect(tex,nxy).b;
- r2=texture2DRect(tex,nxy2).r;
- g2=texture2DRect(tex,nxy2).g;
- b2=texture2DRect(tex,nxy2).b;
- y=0.299011*r + 0.586987*g + 0.114001*b;
- u=-0.148246*r2 -0.29102*g2 + 0.439266*b2;
- v=0.439271*r2 - 0.367833*g2 - 0.071438*b2 ;
- y=0.858885*y + 0.0625;
- u=u + 0.5;
- v=v + 0.5;
- gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);
- gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);
- gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);
-}