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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 an optimized version of the YUV to RGB conversion shader.  This
     34  * shader assumes the height of U and V planes is odd, which means the height
     35  * of the original image is 2 modulo 4.
     36  */
     37 
     38 uniform sampler2D textureSampler;
     39 uniform sampler2D paritySampler;
     40 
     41 varying vec2 lineCounter;
     42 varying vec2 yPlane;
     43 varying vec2 uPlane;
     44 varying vec2 vPlane;
     45 
     46 #if defined (USE_UNIFORM_MATRIX)
     47 uniform mat4 conversion;
     48 #endif
     49 
     50 void main() {
     51   /*
     52    * If the height of the original image is even, offset_odd is not needed.
     53    */
     54   vec2 offset_even = vec2(texture2D(paritySampler, lineCounter).x * 0.5, 0.0);
     55   vec2 offset_odd = vec2(0.5 - offset_even.x, 0.0);
     56 
     57   float yChannel = texture2D(textureSampler, yPlane).x;
     58   float uChannel = texture2D(textureSampler, uPlane + offset_even).x;
     59   float vChannel = texture2D(textureSampler, vPlane + offset_odd).x;
     60 
     61   /*
     62    * This does the colorspace conversion from Y'UV to RGB as a matrix
     63    * multiply.  It also does the offset of the U and V channels from
     64    * [0,1] to [-.5,.5] as part of the transform.
     65    */
     66   vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0);
     67 #if !defined(USE_UNIFORM_MATRIX)
     68   mat4 conversion = mat4( 1.0,    1.0,    1.0,   0.0,
     69                           0.0,   -0.344,  1.772, 0.0,
     70                           1.402, -0.714,  0.0,   0.0,
     71                          -0.701,  0.529, -0.886, 1.0);
     72 #endif
     73 
     74   gl_FragColor = conversion * channels;
     75 }
     76