gstreamer/ext/vulkan/shaders/rgb_to_yuy2.frag

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#version 450 core
#include "color_convert_generic.glsl"
#include "swizzle.glsl"
layout(location = 0) in vec2 inTexCoord;
layout(set = 0, binding = 0) uniform sampler2D inTexture0;
layout(set = 0, binding = 1) uniform reorder {
ivec4 in_reorder_idx;
ivec4 out_reorder_idx;
ivec2 texSize;
ColorMatrices matrices;
};
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);
}