/* * 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 * . * */ #if(XBMC_texture_rectangle) # extension GL_ARB_texture_rectangle : enable # define texture2D texture2DRect # define sampler2D sampler2DRect #endif 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 float m_stretch; uniform mat3 m_primMat; uniform float m_gammaDstInv; uniform float m_gammaSrc; uniform float m_alpha; 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 process() { vec4 rgb; #if defined(XBMC_YV12) vec4 yuv; yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r , texture2D(m_sampU, stretch(m_cordU)).r , texture2D(m_sampV, stretch(m_cordV)).r , 1.0 ); rgb = m_yuvmat * yuv; rgb.a = m_alpha; #elif defined(XBMC_NV12) vec4 yuv; yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r , texture2D(m_sampU, stretch(m_cordU)).rg , 1.0 ); rgb = m_yuvmat * yuv; rgb.a = m_alpha; #elif defined(XBMC_YUY2) || defined(XBMC_UYVY) #if(XBMC_texture_rectangle) vec2 stepxy = vec2(1.0, 1.0); vec2 pos = stretch(m_cordY); pos = vec2(pos.x - 0.25, pos.y); vec2 f = fract(pos); #else vec2 stepxy = m_step; vec2 pos = stretch(m_cordY); pos = vec2(pos.x - stepxy.x * 0.25, pos.y); vec2 f = fract(pos / stepxy); #endif //y axis will be correctly interpolated by opengl //x axis will not, so we grab two pixels at the center of two columns and interpolate ourselves vec4 c1 = texture2D(m_sampY, vec2(pos.x + (0.5 - f.x) * stepxy.x, pos.y)); vec4 c2 = texture2D(m_sampY, vec2(pos.x + (1.5 - f.x) * stepxy.x, pos.y)); /* each pixel has two Y subpixels and one UV subpixel YUV Y YUV check if we're left or right of the middle Y subpixel and interpolate accordingly*/ #ifdef XBMC_YUY2 //BGRA = YUYV float leftY = mix(c1.b, c1.r, f.x * 2.0); float rightY = mix(c1.r, c2.b, f.x * 2.0 - 1.0); vec2 outUV = mix(c1.ga, c2.ga, f.x); #else //BGRA = UYVY float leftY = mix(c1.g, c1.a, f.x * 2.0); float rightY = mix(c1.a, c2.g, f.x * 2.0 - 1.0); vec2 outUV = mix(c1.br, c2.br, f.x); #endif //XBMC_YUY2 float outY = mix(leftY, rightY, step(0.5, f.x)); vec4 yuv = vec4(outY, outUV, 1.0); rgb = m_yuvmat * yuv; rgb.a = m_alpha; #endif #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)); #endif return rgb; }