/* * 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 * . * */ #version 100 precision mediump 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 vec2 m_step; uniform mat4 m_yuvmat; uniform mat3 m_primMat; uniform float m_gammaDstInv; uniform float m_gammaSrc; uniform float m_toneP1; uniform float m_luminance; uniform vec3 m_coefsDst; uniform float m_alpha; void main() { vec4 rgb; vec4 yuv; #if defined(XBMC_YV12) || defined(XBMC_NV12) yuv = vec4(texture2D(m_sampY, m_cordY).r, texture2D(m_sampU, m_cordU).g, texture2D(m_sampV, m_cordV).a, 1.0); #elif defined(XBMC_NV12_RRG) yuv = vec4(texture2D(m_sampY, m_cordY).r, texture2D(m_sampU, m_cordU).r, texture2D(m_sampV, m_cordV).g, 1.0); #endif rgb = m_yuvmat * yuv; rgb.a = m_alpha; #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; }