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#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_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*m_stepY);
offsetY = m_cordY;
offsetU = m_cordU;
offsetV = m_cordV;
offsetY.y -= (temp1 - m_stepY/2 + float(m_field)*m_stepY);
offsetU.y -= (temp1 - m_stepY/2 + float(m_field)*m_stepY)/2;
offsetV.y -= (temp1 - m_stepY/2 + float(m_field)*m_stepY)/2;
yuv.rgba = vec4( texture2D(m_sampY, offsetY).r
, texture2D(m_sampU, offsetU).r
, texture2D(m_sampV, offsetV).a
, 1.0);
rgb = m_yuvmat * yuv;
rgb.a = gl_Color.a;
gl_FragColor = rgb;
}
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