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authorbobo1on1 <bobo1on1@svn>2010-07-10 11:44:25 +0000
committerbobo1on1 <bobo1on1@svn>2010-07-10 11:44:25 +0000
commitaef0b1901d59ccfa172a8069ee1ef38c0b4c0bdf (patch)
tree61644739e513802badbd3a36b0518f65b6d3fe7a /system/shaders/yuv2rgb_basic.glsl
parent57ec3a8656a315bb63fec8e50bc2a368f7607426 (diff)
added: YUY2 to rgb conversion with shaders
removed: double upload for YUY2 git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31688 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system/shaders/yuv2rgb_basic.glsl')
-rw-r--r--system/shaders/yuv2rgb_basic.glsl39
1 files changed, 39 insertions, 0 deletions
diff --git a/system/shaders/yuv2rgb_basic.glsl b/system/shaders/yuv2rgb_basic.glsl
index 0cbd1f8c74..31f07ee3db 100644
--- a/system/shaders/yuv2rgb_basic.glsl
+++ b/system/shaders/yuv2rgb_basic.glsl
@@ -11,6 +11,8 @@ varying vec2 m_cordY;
varying vec2 m_cordU;
varying vec2 m_cordV;
+uniform vec2 m_step;
+
uniform mat4 m_yuvmat;
uniform float m_stretch;
@@ -30,6 +32,8 @@ vec2 stretch(vec2 pos)
void main()
{
+#ifndef XBMC_YUY2
+
vec4 yuv, rgb;
yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r
, texture2D(m_sampU, stretch(m_cordU)).g
@@ -39,4 +43,39 @@ void main()
rgb = m_yuvmat * yuv;
rgb.a = gl_Color.a;
gl_FragColor = rgb;
+
+#else
+
+#if(XBMC_texture_rectangle)
+ vec2 stepxy = vec2(1.0, 1.0);
+ vec2 pos = stretch(vec2(m_cordY.x * 0.5 - 0.25, m_cordY.y));
+ vec2 f = fract(pos);
+#else
+ vec2 stepxy = vec2(m_step.x * 2.0, m_step.y);
+ vec2 pos = stretch(vec2(m_cordY.x - stepxy.x * 0.25, m_cordY.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 + ( 0.5 - 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*/
+ float leftY = mix(c1.b, c1.r, f.x * 2.0);
+ float rightY = mix(c1.r, c2.b, f.x * 2.0 - 1.0);
+ float outY = mix(leftY, rightY, step(0.5, f.x));
+
+ //interpolate UV
+ vec2 outUV = mix(c1.ga, c2.ga, f.x);
+
+ vec4 yuv = vec4(outY, outUV, 1.0);
+ vec4 rgb = m_yuvmat * yuv;
+
+ gl_FragColor = rgb;
+ gl_FragColor.a = gl_Color.a;
+
+#endif
}