/* * 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 highp 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; uniform float m_stepX; uniform float m_stepY; uniform int m_field; void main() { vec4 yuv, rgb; vec2 offsetY; vec2 offsetU; vec2 offsetV; float temp1 = mod(m_cordY.y, 2.0*m_stepY); offsetY = m_cordY; offsetU = m_cordU; offsetV = m_cordV; offsetY.y -= (temp1 - m_stepY/2.0 + float(m_field)*m_stepY); offsetU.y -= (temp1 - m_stepY/2.0 + float(m_field)*m_stepY)/2.0; offsetV.y -= (temp1 - m_stepY/2.0 + float(m_field)*m_stepY)/2.0; float bstep = step(m_stepY, temp1); // Blend missing line vec2 belowY, belowU, belowV; belowY.x = offsetY.x; belowY.y = offsetY.y + (2.0*m_stepY*bstep); belowU.x = offsetU.x; belowU.y = offsetU.y + (m_stepY*bstep); belowV.x = offsetV.x; belowV.y = offsetV.y + (m_stepY*bstep); vec4 yuvBelow, rgbBelow; yuv.rgba = vec4(texture2D(m_sampY, offsetY).r, texture2D(m_sampU, offsetU).g, texture2D(m_sampV, offsetV).a, 1.0); rgb = m_yuvmat * yuv; rgb.a = m_alpha; yuvBelow.rgba = vec4(texture2D(m_sampY, belowY).r, texture2D(m_sampU, belowU).g, texture2D(m_sampV, belowV).a, 1.0); rgbBelow = m_yuvmat * yuvBelow; rgbBelow.a = m_alpha; gl_FragColor.rgba = mix(rgb, rgbBelow, 0.5); }