2020-06-12 05:48:14 +00:00
|
|
|
/* 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.
|
|
|
|
*/
|
|
|
|
|
2019-06-19 09:09:21 +00:00
|
|
|
#version 450 core
|
|
|
|
|
2024-06-01 12:38:11 +00:00
|
|
|
#extension GL_GOOGLE_include_directive : enable
|
|
|
|
|
2019-06-19 09:09:21 +00:00
|
|
|
#include "color_convert_generic.glsl"
|
|
|
|
#include "swizzle.glsl"
|
|
|
|
|
|
|
|
layout(location = 0) in vec2 inTexCoord;
|
|
|
|
|
2019-11-26 07:11:25 +00:00
|
|
|
layout(set = 0, binding = 0) uniform reorder {
|
2019-06-19 09:09:21 +00:00
|
|
|
ivec4 in_reorder_idx;
|
|
|
|
ivec4 out_reorder_idx;
|
|
|
|
ivec2 texSize;
|
|
|
|
ColorMatrices matrices;
|
|
|
|
};
|
2019-11-26 07:11:25 +00:00
|
|
|
layout(set = 0, binding = 1) uniform sampler2D inTexture0;
|
2019-06-19 09:09:21 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
}
|