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-rw-r--r--system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl131
1 files changed, 131 insertions, 0 deletions
diff --git a/system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl b/system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl
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+++ b/system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl
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+/*
+ * Copyright (C) 2010-2013 Team XBMC
+ * http://xbmc.org
+ *
+ * This Program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2, or (at your option)
+ * any later version.
+ *
+ * This Program 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with XBMC; see the file COPYING. If not, see
+ * <http://www.gnu.org/licenses/>.
+ *
+ */
+
+#if(XBMC_texture_rectangle)
+# extension GL_ARB_texture_rectangle : enable
+# define texture2D texture2DRect
+# define sampler2D sampler2DRect
+#endif
+
+uniform sampler2D m_sampY;
+uniform sampler2D m_sampU;
+uniform sampler2D m_sampV;
+varying vec2 m_cordY;
+varying vec2 m_cordU;
+varying vec2 m_cordV;
+uniform vec2 m_step;
+uniform mat4 m_yuvmat;
+uniform float m_stretch;
+uniform mat3 m_primMat;
+uniform float m_gammaDstInv;
+uniform float m_gammaSrc;
+uniform float m_alpha;
+
+vec2 stretch(vec2 pos)
+{
+#if (XBMC_STRETCH)
+ // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b.
+ // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5
+ // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1)
+ #if(XBMC_texture_rectangle)
+ float x = (pos.x * m_step.x) - 0.5;
+ return vec2((mix(2.0 * x * abs(x), x, m_stretch) + 0.5) / m_step.x, pos.y);
+ #else
+ float x = pos.x - 0.5;
+ return vec2(mix(2.0 * x * abs(x), x, m_stretch) + 0.5, pos.y);
+ #endif
+#else
+ return pos;
+#endif
+}
+
+vec4 process()
+{
+ vec4 rgb;
+#if defined(XBMC_YV12)
+
+ vec4 yuv;
+ yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r
+ , texture2D(m_sampU, stretch(m_cordU)).r
+ , texture2D(m_sampV, stretch(m_cordV)).r
+ , 1.0 );
+
+ rgb = m_yuvmat * yuv;
+ rgb.a = m_alpha;
+
+#elif defined(XBMC_NV12)
+
+ vec4 yuv;
+ yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r
+ , texture2D(m_sampU, stretch(m_cordU)).rg
+ , 1.0 );
+
+ rgb = m_yuvmat * yuv;
+ rgb.a = m_alpha;
+
+#elif defined(XBMC_YUY2) || defined(XBMC_UYVY)
+
+#if(XBMC_texture_rectangle)
+ vec2 stepxy = vec2(1.0, 1.0);
+ vec2 pos = stretch(m_cordY);
+ pos = vec2(pos.x - 0.25, pos.y);
+ vec2 f = fract(pos);
+#else
+ vec2 stepxy = m_step;
+ vec2 pos = stretch(m_cordY);
+ pos = vec2(pos.x - stepxy.x * 0.25, pos.y);
+ vec2 f = fract(pos / stepxy);
+#endif
+
+ //y axis will be correctly interpolated by opengl
+ //x axis will not, so we grab two pixels at the center of two columns and interpolate ourselves
+ vec4 c1 = texture2D(m_sampY, vec2(pos.x + (0.5 - f.x) * stepxy.x, pos.y));
+ vec4 c2 = texture2D(m_sampY, vec2(pos.x + (1.5 - f.x) * stepxy.x, pos.y));
+
+ /* each pixel has two Y subpixels and one UV subpixel
+ YUV Y YUV
+ check if we're left or right of the middle Y subpixel and interpolate accordingly*/
+#ifdef XBMC_YUY2 //BGRA = YUYV
+ float leftY = mix(c1.b, c1.r, f.x * 2.0);
+ float rightY = mix(c1.r, c2.b, f.x * 2.0 - 1.0);
+ vec2 outUV = mix(c1.ga, c2.ga, f.x);
+#else //BGRA = UYVY
+ float leftY = mix(c1.g, c1.a, f.x * 2.0);
+ float rightY = mix(c1.a, c2.g, f.x * 2.0 - 1.0);
+ vec2 outUV = mix(c1.br, c2.br, f.x);
+#endif //XBMC_YUY2
+
+ float outY = mix(leftY, rightY, step(0.5, f.x));
+
+ vec4 yuv = vec4(outY, outUV, 1.0);
+ rgb = m_yuvmat * yuv;
+
+ rgb.a = m_alpha;
+
+#endif
+
+#if defined(XBMC_COL_CONVERSION)
+ rgb.rgb = pow(max(vec3(0), rgb.rgb), vec3(m_gammaSrc));
+ rgb.rgb = max(vec3(0), m_primMat * rgb.rgb);
+ rgb.rgb = pow(rgb.rgb, vec3(m_gammaDstInv));
+#endif
+
+ return rgb;
+}