gstreamer/ext/vulkan/shaders/rgb_to_yuy2.frag

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/* GStreamer
* Copyright (C) 2020 Matthew Waters <matthew@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#version 450 core
#include "color_convert_generic.glsl"
#include "swizzle.glsl"
layout(location = 0) in vec2 inTexCoord;
layout(set = 0, binding = 0) uniform reorder {
ivec4 in_reorder_idx;
ivec4 out_reorder_idx;
ivec2 texSize;
ColorMatrices matrices;
};
layout(set = 0, binding = 1) uniform sampler2D inTexture0;
layout(location = 0) out vec4 outColor0;
void main()
{
float inorder = mod (inTexCoord.x * texSize.x, 2.0);
float fx = inTexCoord.x;
float dx = -1.0 / texSize.x;
if (inorder > 1.0)
dx = -dx;
vec4 texel1 = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx);
vec4 texel2 = swizzle (texture(inTexture0, inTexCoord + vec2(dx, 0.0)), in_reorder_idx);
vec3 yuv1 = color_convert_texel (texel1.rgb, matrices);
vec3 yuv2 = color_convert_texel (texel2.rgb, matrices);
vec3 yuv;
yuv.x = yuv1.x;
yuv.yz = (yuv1.yz + yuv2.yz) * 0.5;
if (inorder < 1.0)
outColor0 = vec4(yuv[out_reorder_idx[0]], yuv[out_reorder_idx[1]], 0.0, 1.0);
else
outColor0 = vec4(yuv[out_reorder_idx[2]], yuv[out_reorder_idx[3]], 0.0, 1.0);
}