diff options
Diffstat (limited to 'system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl')
-rw-r--r-- | system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl b/system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl new file mode 100644 index 0000000..7d5605c --- /dev/null +++ b/system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl @@ -0,0 +1,123 @@ +#version 150 + +#if(XBMC_texture_rectangle) +# define texture2D texture2DRect +# define sampler2D sampler2DRect +#endif + +uniform sampler2D m_sampY; +uniform sampler2D m_sampU; +uniform sampler2D m_sampV; +uniform vec2 m_step; +uniform mat4 m_yuvmat; +uniform float m_stretch; +uniform float m_alpha; +uniform mat3 m_primMat; +uniform float m_gammaDstInv; +uniform float m_gammaSrc; +uniform float m_toneP1; +uniform float m_luminance; +uniform vec3 m_coefsDst; +in vec2 m_cordY; +in vec2 m_cordU; +in vec2 m_cordV; +out vec4 fragColor; + +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; + vec4 yuv; + +#if defined(XBMC_YV12) + + yuv.rgba = vec4( texture(m_sampY, stretch(m_cordY)).r + , texture(m_sampU, stretch(m_cordU)).r + , texture(m_sampV, stretch(m_cordV)).r + , 1.0 ); + +#elif defined(XBMC_NV12) + + yuv.rgba = vec4( texture(m_sampY, stretch(m_cordY)).r + , texture(m_sampU, stretch(m_cordU)).rg + , 1.0 ); + +#elif defined(XBMC_YUY2) || defined(XBMC_UYVY) + + vec2 stepxy = m_step; + vec2 pos = stretch(m_cordY); + pos = vec2(pos.x - stepxy.x * 0.25, pos.y); + vec2 f = fract(pos / stepxy); + + //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 = texture(m_sampY, vec2(pos.x + (0.5 - f.x) * stepxy.x, pos.y)); + vec4 c2 = texture(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)); + + yuv = vec4(outY, outUV, 1.0); + +#endif + + rgb = m_yuvmat * yuv; + rgb.a = m_alpha; + +#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)); + +#if defined(KODI_TONE_MAPPING_REINHARD) + float luma = dot(rgb.rgb, m_coefsDst); + rgb.rgb *= reinhard(luma) / luma; + +#elif defined(KODI_TONE_MAPPING_ACES) + rgb.rgb = inversePQ(rgb.rgb); + rgb.rgb *= (10000.0 / m_luminance) * (2.0 / m_toneP1); + rgb.rgb = aces(rgb.rgb); + rgb.rgb *= (1.24 / m_toneP1); + rgb.rgb = pow(rgb.rgb, vec3(0.27)); + +#elif defined(KODI_TONE_MAPPING_HABLE) + rgb.rgb = inversePQ(rgb.rgb); + rgb.rgb *= m_toneP1; + float wp = m_luminance / 100.0; + rgb.rgb = hable(rgb.rgb * wp) / hable(vec3(wp)); + rgb.rgb = pow(rgb.rgb, vec3(1.0 / 2.2)); +#endif + +#endif + + return rgb; +} |