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/*
* 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
* <http://www.gnu.org/licenses/>.
*
*/
#version 100
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;
uniform mat3 m_primMat;
uniform float m_gammaDstInv;
uniform float m_gammaSrc;
uniform float m_toneP1;
uniform vec3 m_coefsDst;
void main()
{
vec4 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 rgbAbove;
vec4 rgbBelow;
vec4 yuvAbove;
vec4 yuvBelow;
yuvAbove.rgba = vec4(texture2D(m_sampY, offsetY).r, texture2D(m_sampU, offsetU).g, texture2D(m_sampV, offsetV).a, 1.0);
rgbAbove = m_yuvmat * yuvAbove;
rgbAbove.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;
rgb = mix(rgb, rgbBelow, 0.5);
#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(XBMC_TONE_MAPPING)
float luma = dot(rgb.rgb, m_coefsDst);
rgb.rgb *= tonemap(luma) / luma;
#endif
#endif
gl_FragColor.rgba = rgb;
}
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