diff options
Diffstat (limited to 'system/shaders/GL/4.0/gl_yuv2rgb_filter4.glsl')
-rw-r--r-- | system/shaders/GL/4.0/gl_yuv2rgb_filter4.glsl | 141 |
1 files changed, 141 insertions, 0 deletions
diff --git a/system/shaders/GL/4.0/gl_yuv2rgb_filter4.glsl b/system/shaders/GL/4.0/gl_yuv2rgb_filter4.glsl new file mode 100644 index 0000000..8a4658c --- /dev/null +++ b/system/shaders/GL/4.0/gl_yuv2rgb_filter4.glsl @@ -0,0 +1,141 @@ +#version 400 + +#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 sampler1D m_kernelTex; +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[4] load4x4_0(sampler2D sampler, vec2 pos) +{ + vec4[4] tex4x4; + vec4 tex2x2 = textureGather(sampler, pos, 0); + tex4x4[0].xy = tex2x2.wz; + tex4x4[1].xy = tex2x2.xy; + tex2x2 = textureGatherOffset(sampler, pos, ivec2(2,0), 0); + tex4x4[0].zw = tex2x2.wz; + tex4x4[1].zw = tex2x2.xy; + tex2x2 = textureGatherOffset(sampler, pos, ivec2(0,2), 0); + tex4x4[2].xy = tex2x2.wz; + tex4x4[3].xy = tex2x2.xy; + tex2x2 = textureGatherOffset(sampler, pos, ivec2(2,2), 0); + tex4x4[2].zw = tex2x2.wz; + tex4x4[3].zw = tex2x2.xy; + return tex4x4; +} + +float filter_0(sampler2D sampler, vec2 coord) +{ + vec2 pos = coord + m_step * 0.5; + vec2 f = fract(pos / m_step); + + vec4 linetaps = texture(m_kernelTex, 1.0 - f.x); + vec4 coltaps = texture(m_kernelTex, 1.0 - f.y); + linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a; + coltaps /= coltaps.r + coltaps.g + coltaps.b + coltaps.a; + mat4 conv; + conv[0] = linetaps * coltaps.x; + conv[1] = linetaps * coltaps.y; + conv[2] = linetaps * coltaps.z; + conv[3] = linetaps * coltaps.w; + + vec2 startPos = (-1.0 - f) * m_step + pos; + vec4[4] tex4x4 = load4x4_0(sampler, startPos); + vec4 imageLine0 = tex4x4[0]; + vec4 imageLine1 = tex4x4[1]; + vec4 imageLine2 = tex4x4[2]; + vec4 imageLine3 = tex4x4[3]; + + return dot(imageLine0, conv[0]) + + dot(imageLine1, conv[1]) + + dot(imageLine2, conv[2]) + + dot(imageLine3, conv[3]); +} + +vec4 process() +{ + vec4 rgb; + vec4 yuv; + +#if defined(XBMC_YV12) + + yuv = vec4(filter_0(m_sampY, stretch(m_cordY)), + texture(m_sampU, stretch(m_cordU)).r, + texture(m_sampV, stretch(m_cordV)).r, + 1.0); + +#elif defined(XBMC_NV12) + + yuv = vec4(filter_0(m_sampY, stretch(m_cordY)), + texture(m_sampU, stretch(m_cordU)).rg, + 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; +} |