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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/>.
*
*/
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;
}
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