/* 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. */ #version 450 core #include "color_convert_generic.glsl" #include "swizzle.glsl" layout(location = 0) in vec2 inTexCoord; layout(set = 0, binding = 0) uniform reorder { ivec4 in_reorder_idx; ivec4 out_reorder_idx; ivec2 texSize; ColorMatrices matrices; }; layout(set = 0, binding = 1) uniform sampler2D inTexture0; 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); }