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Diffstat (limited to 'system/shaders/GLES/2.0/gles_yuv2rgb_basic.frag')
-rw-r--r--system/shaders/GLES/2.0/gles_yuv2rgb_basic.frag93
1 files changed, 93 insertions, 0 deletions
diff --git a/system/shaders/GLES/2.0/gles_yuv2rgb_basic.frag b/system/shaders/GLES/2.0/gles_yuv2rgb_basic.frag
new file mode 100644
index 0000000..d76a3b8
--- /dev/null
+++ b/system/shaders/GLES/2.0/gles_yuv2rgb_basic.frag
@@ -0,0 +1,93 @@
+/*
+ * 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/>.
+ *
+ */
+
+#version 100
+
+precision mediump float;
+
+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 mat3 m_primMat;
+uniform float m_gammaDstInv;
+uniform float m_gammaSrc;
+uniform float m_toneP1;
+uniform float m_luminance;
+uniform vec3 m_coefsDst;
+uniform float m_alpha;
+
+void main()
+{
+ vec4 rgb;
+ vec4 yuv;
+
+#if defined(XBMC_YV12) || defined(XBMC_NV12)
+
+ yuv = vec4(texture2D(m_sampY, m_cordY).r,
+ texture2D(m_sampU, m_cordU).g,
+ texture2D(m_sampV, m_cordV).a,
+ 1.0);
+
+#elif defined(XBMC_NV12_RRG)
+
+ yuv = vec4(texture2D(m_sampY, m_cordY).r,
+ texture2D(m_sampU, m_cordU).r,
+ texture2D(m_sampV, m_cordV).g,
+ 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
+
+ gl_FragColor = rgb;
+}
+