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-rw-r--r--system/shaders/GL/4.0/gl_yuv2rgb_filter4.glsl141
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;
+}