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authorelupus <elupus@svn>2010-03-06 05:06:02 +0000
committerelupus <elupus@svn>2010-03-06 05:06:02 +0000
commit5e931c98c93222e544d0fcaa232de4f3e936f2f7 (patch)
tree28e666d55a7bfaa29c1cb3c230266f3389748e8f /system/shaders/yuv2rgb_basic.glsl
parent1f624edc041b8e3ac41538f24059cdb7ce27e257 (diff)
fixed: mesa in jaunty doesn't support preprocessor macros in glsl
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28425 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system/shaders/yuv2rgb_basic.glsl')
-rw-r--r--system/shaders/yuv2rgb_basic.glsl25
1 files changed, 12 insertions, 13 deletions
diff --git a/system/shaders/yuv2rgb_basic.glsl b/system/shaders/yuv2rgb_basic.glsl
index 1527a7a4d1..c5aac46af0 100644
--- a/system/shaders/yuv2rgb_basic.glsl
+++ b/system/shaders/yuv2rgb_basic.glsl
@@ -15,26 +15,25 @@ uniform mat4 m_yuvmat;
uniform float m_stretch;
+vec2 stretch(vec2 pos)
+{
#if (XBMC_STRETCH)
- #define POSITION(pos) stretch(pos)
- vec2 stretch(vec2 pos)
- {
- // 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)
- float x = pos.x - 0.5;
- return vec2(mix(2.0 * x * abs(x), x, m_stretch) + 0.5, pos.y);
- }
+ // 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)
+ float x = pos.x - 0.5;
+ return vec2(mix(2.0 * x * abs(x), x, m_stretch) + 0.5, pos.y);
#else
- #define POSITION(pos) (pos)
+ return pos;
#endif
+}
void main()
{
vec4 yuv, rgb;
- yuv.rgba = vec4( texture2D(m_sampY, POSITION(m_cordY)).r
- , texture2D(m_sampU, POSITION(m_cordU)).r
- , texture2D(m_sampV, POSITION(m_cordV)).a
+ yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r
+ , texture2D(m_sampU, stretch(m_cordU)).r
+ , texture2D(m_sampV, stretch(m_cordV)).a
, 1.0 );
rgb = m_yuvmat * yuv;