/* GStreamer * Copyright (C) 2020 Matthew Waters * * 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. */ 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; }