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      1 /*
      2  * Copyright 2010, Google Inc.
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  *     * Redistributions of source code must retain the above copyright
     10  * notice, this list of conditions and the following disclaimer.
     11  *     * Redistributions in binary form must reproduce the above
     12  * copyright notice, this list of conditions and the following disclaimer
     13  * in the documentation and/or other materials provided with the
     14  * distribution.
     15  *     * Neither the name of Google Inc. nor the names of its
     16  * contributors may be used to endorse or promote products derived from
     17  * this software without specific prior written permission.
     18  *
     19  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     20  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     21  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     22  * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     23  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     24  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     25  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     26  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     27  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     28  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     29  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     30  */
     31 
     32 /*
     33  * This is a semiplanar YUV to RGB conversion shader that uses separate
     34  * samplers to hold Y, and UV components.
     35  */
     36 
     37 uniform sampler2D ySampler;
     38 uniform sampler2D uvSampler; /* GL_LUMINANCE_ALPHA */
     39 
     40 #if defined (USE_UNIFORM_MATRIX)
     41 uniform mat4 conversion;
     42 #endif
     43 
     44 varying vec2 yPlane;
     45 varying vec2 uvPlane;
     46 
     47 void main() {
     48   float yChannel = texture2D(ySampler, yPlane).r;
     49   vec2 uvChannel = texture2D(uvSampler, uvPlane).ra;
     50   /*
     51    * This does the colorspace conversion from Y'UV to RGB as a matrix
     52    * multiply.  It also does the offset of the U and V channels from
     53    * [0,1] to [-.5,.5] as part of the transform.
     54    */
     55   vec4 channels = vec4(yChannel, uvChannel, 1.0);
     56 
     57 #if !defined(USE_UNIFORM_MATRIX)
     58   mat4 conversion = mat4( 1.0,    1.0,    1.0,   0.0,
     59                           0.0,   -0.344,  1.772, 0.0,
     60                           1.402, -0.714,  0.0,   0.0,
     61                          -0.701,  0.529, -0.886, 1.0);
     62 #endif
     63 
     64   gl_FragColor = conversion * channels;
     65 }
     66