diff options
Diffstat (limited to 'system/shaders/GLES/2.0/gles_yuv2rgb_bob.frag')
-rw-r--r-- | system/shaders/GLES/2.0/gles_yuv2rgb_bob.frag | 113 |
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; +} |