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37 lines
1 KiB
GLSL
37 lines
1 KiB
GLSL
#version 450 core
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#include "color_convert_generic.glsl"
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture0;
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layout(set = 0, binding = 1) uniform reorder {
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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ivec2 texSize;
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ColorMatrices matrices;
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};
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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float inorder = mod (inTexCoord.x * texSize.x, 2.0);
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float fx = inTexCoord.x;
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float dx = -1.0 / texSize.x;
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if (inorder > 1.0)
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dx = -dx;
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vec4 texel1 = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx);
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vec4 texel2 = swizzle (texture(inTexture0, inTexCoord + vec2(dx, 0.0)), in_reorder_idx);
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vec3 yuv1 = color_convert_texel (texel1.rgb, matrices);
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vec3 yuv2 = color_convert_texel (texel2.rgb, matrices);
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vec3 yuv;
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yuv.x = yuv1.x;
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yuv.yz = (yuv1.yz + yuv2.yz) * 0.5;
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if (inorder < 1.0)
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outColor0 = vec4(yuv[out_reorder_idx[0]], yuv[out_reorder_idx[1]], 0.0, 1.0);
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else
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outColor0 = vec4(yuv[out_reorder_idx[2]], yuv[out_reorder_idx[3]], 0.0, 1.0);
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}
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