Geglglessink: LSL: Optimize frag_YUY2_YVYU_UYVY_prog

- Avoid repeatedly performing the texture lookup
- Use consts for the transform's offset and cofficients values
- Use the dot product instead of the explicit mult and add
This commit is contained in:
Reynaldo H. Verdejo Pinochet 2012-10-10 11:05:04 -03:00 committed by Sebastian Dröge
parent eb8f7d63d5
commit 846e77871b

View file

@ -239,19 +239,20 @@ static const char *frag_YUY2_YVYU_UYVY_prog = {
"precision mediump float;"
"varying vec2 opos;"
"uniform sampler2D Ytex, UVtex;"
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);"
"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);"
"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);"
"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);"
"void main(void) {"
" float fx, fy, y, u, v, r, g, b;"
" fx = opos.x;"
" fy = opos.y;"
" y = texture2D(Ytex,vec2(fx,fy)).%c;"
" u = texture2D(UVtex,vec2(fx,fy)).%c;"
" v = texture2D(UVtex,vec2(fx,fy)).%c;"
" y=1.1643*(y-0.0625);"
" u=u-0.5;"
" v=v-0.5;"
" r=y+1.5958*v;"
" g=y-0.39173*u-0.81290*v;"
" b=y+2.017*u;"
" float r, g, b;"
" vec3 yuv;"
" vec2 oposxy = vec2(opos.x, opos.y);"
" yuv.x = texture2D(Ytex,oposxy).x;"
" yuv.yz = texture2D(UVtex,oposxy).yz;"
" yuv += offset;"
" r = dot(yuv, rcoeff);"
" g = dot(yuv, gcoeff);"
" b = dot(yuv, bcoeff);"
" gl_FragColor=vec4(r,g,b,1.0);"
"}"
};