gstreamer/ext/vulkan/shaders/upsample_yuy2.glsl

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vec3 upsample_YUY2(in sampler2D tex, in vec2 texCoord, in vec2 texSize, in ivec4 inReorderIdx)
{
vec2 dx = vec2(-1.0 / texSize.x, 0.0);
if (mod (texCoord.x * texSize.x, 2.0) < 1.0) {
dx[1] = -dx[0];
dx[0] = 0.0;
}
vec3 yuv;
yuv.x = texture(tex, texCoord)[inReorderIdx[0]];
/* FIXME: should get cosited sampling right... */
vec4 texel;
texel.xy = texture(tex, texCoord + vec2(dx[0], 0.0)).rg;
texel.zw = texture(tex, texCoord + vec2(dx[1], 0.0)).rg;
yuv.y = texel[inReorderIdx[1]];
yuv.z = texel[inReorderIdx[3]];
return yuv;
}