2020-06-12 05:48:14 +00:00
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/* GStreamer
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* Copyright (C) 2020 Matthew Waters <matthew@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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2019-06-19 15:39:53 +00:00
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#version 450 core
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2024-06-01 12:38:11 +00:00
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#extension GL_GOOGLE_include_directive : enable
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2019-06-19 15:39:53 +00:00
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#include "color_convert_generic.glsl"
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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2019-11-26 07:11:25 +00:00
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layout(set = 0, binding = 0) uniform reorder {
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2019-06-19 15:39:53 +00:00
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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ivec2 texSize;
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ColorMatrices matrices;
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};
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2019-11-26 07:11:25 +00:00
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layout(set = 0, binding = 1) uniform sampler2D inTexture0;
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2019-06-19 15:39:53 +00:00
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layout(location = 0) out vec4 outColor0;
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layout(location = 1) out vec4 outColor1;
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void main()
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{
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vec4 texel = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx);
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vec4 uv_texel = swizzle (texture(inTexture0, inTexCoord * vec2(2.0)), in_reorder_idx);
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vec3 yuv1 = color_convert_texel (texel.rgb, matrices);
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vec3 yuv2 = color_convert_texel (uv_texel.rgb, matrices);
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vec3 yuv = vec3(yuv1.x, yuv2.y, yuv2.z);
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outColor0 = vec4(yuv[out_reorder_idx[0]], 0.0, 0.0, 1.0);
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outColor1 = vec4(yuv[out_reorder_idx[1]], yuv[out_reorder_idx[2]], 0.0, 1.0);
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}
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