| /* |
| * Copyright 2010, Google Inc. |
| * All rights reserved. |
| * |
| * 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; |
| } |