/* * 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 * . * */ 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 float m_alpha; uniform mat4 m_yuvmat; // handles both YV12 and NV12 formats void main() { vec4 yuv, rgb; #if defined(XBMC_NV12_RRG) yuv.rgba = vec4( texture2D(m_sampY, m_cordY).r , texture2D(m_sampU, m_cordU).r , texture2D(m_sampV, m_cordV).g , 1.0); #else yuv.rgba = vec4( texture2D(m_sampY, m_cordY).r , texture2D(m_sampU, m_cordU).g , texture2D(m_sampV, m_cordV).a , 1.0); #endif rgb = m_yuvmat * yuv; rgb.a = m_alpha; gl_FragColor = rgb; }