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glcolorconvert: improve the YUY2/UYVY->RGBA conversion shader
Don't offset the y-axis. We only need to offset on the x-axis. Removes a sawtooth pattern on horizontal and vertical edges. https://bugzilla.gnome.org/show_bug.cgi?id=755486
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1 changed files with 2 additions and 2 deletions
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@ -324,8 +324,8 @@ static const struct shader_templ templ_YUY2_UYVY_to_RGB =
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" dx2 = -dx1;\n"
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" dx1 = 0.0;\n"
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"}\n"
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"uv_texel.rg = texture2D(Ytex, texcoord * tex_scale0 + dx1).r%c;\n"
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"uv_texel.ba = texture2D(Ytex, texcoord * tex_scale0 + dx2).r%c;\n"
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"uv_texel.rg = texture2D(Ytex, texcoord * tex_scale0 + vec2(dx1, 0.0)).r%c;\n"
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"uv_texel.ba = texture2D(Ytex, texcoord * tex_scale0 + vec2(dx2, 0.0)).r%c;\n"
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"yuv.yz = uv_texel.%c%c;\n"
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"rgba.rgb = yuv_to_rgb (yuv, offset, coeff1, coeff2, coeff3);\n"
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"rgba.a = 1.0;\n"
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