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Diffstat (limited to 'system/shaders/GLES/2.0/gles_yuv2rgb_bob.frag')
-rw-r--r--system/shaders/GLES/2.0/gles_yuv2rgb_bob.frag113
1 files changed, 113 insertions, 0 deletions
diff --git a/system/shaders/GLES/2.0/gles_yuv2rgb_bob.frag b/system/shaders/GLES/2.0/gles_yuv2rgb_bob.frag
new file mode 100644
index 0000000..a82de9d
--- /dev/null
+++ b/system/shaders/GLES/2.0/gles_yuv2rgb_bob.frag
@@ -0,0 +1,113 @@
+/*
+ * 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 highp 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 float m_alpha;
+uniform mat4 m_yuvmat;
+uniform float m_stepX;
+uniform float m_stepY;
+uniform int m_field;
+uniform mat3 m_primMat;
+uniform float m_gammaDstInv;
+uniform float m_gammaSrc;
+uniform float m_toneP1;
+uniform float m_luminance;
+uniform vec3 m_coefsDst;
+
+void main()
+{
+ vec4 rgb;
+
+ vec2 offsetY;
+ vec2 offsetU;
+ vec2 offsetV;
+ float temp1 = mod(m_cordY.y, 2.0 * m_stepY);
+
+ offsetY = m_cordY;
+ offsetU = m_cordU;
+ offsetV = m_cordV;
+
+ offsetY.y -= (temp1 - m_stepY / 2.0 + float(m_field) * m_stepY);
+ offsetU.y -= (temp1 - m_stepY / 2.0 + float(m_field) * m_stepY) / 2.0;
+ offsetV.y -= (temp1 - m_stepY / 2.0 + float(m_field) * m_stepY) / 2.0;
+
+ float bstep = step(m_stepY, temp1);
+
+ // Blend missing line
+ vec2 belowY, belowU, belowV;
+
+ belowY.x = offsetY.x;
+ belowY.y = offsetY.y + (2.0 * m_stepY * bstep);
+ belowU.x = offsetU.x;
+ belowU.y = offsetU.y + (m_stepY * bstep);
+ belowV.x = offsetV.x;
+ belowV.y = offsetV.y + (m_stepY * bstep);
+
+ vec4 rgbAbove;
+ vec4 rgbBelow;
+ vec4 yuvAbove;
+ vec4 yuvBelow;
+
+ yuvAbove = vec4(texture2D(m_sampY, offsetY).r, texture2D(m_sampU, offsetU).g, texture2D(m_sampV, offsetV).a, 1.0);
+ rgbAbove = m_yuvmat * yuvAbove;
+ rgbAbove.a = m_alpha;
+
+ yuvBelow = vec4(texture2D(m_sampY, belowY).r, texture2D(m_sampU, belowU).g, texture2D(m_sampV, belowV).a, 1.0);
+ rgbBelow = m_yuvmat * yuvBelow;
+ rgbBelow.a = m_alpha;
+
+ rgb = mix(rgb, rgbBelow, 0.5);
+
+#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;
+}