#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 mat4 m_yuvmat; uniform float m_stretch; #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); } #else #define POSITION(pos) (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 , 1.0 ); rgb = m_yuvmat * yuv; rgb.a = gl_Color.a; gl_FragColor = rgb; }