chromium / chromiumos / platform / glbench / refs/heads/firmware-geralt-15842.B-main / . / runtime / yuv2rgb_2.glslf

/* | |

* Copyright 2010, Google Inc. | |

* | |

* 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; | |

} |