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19 lines
561 B
GLSL
19 lines
561 B
GLSL
vec3 upsample_YUY2(in sampler2D tex, in vec2 texCoord, in vec2 texSize, in ivec4 inReorderIdx)
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{
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vec2 dx = vec2(-1.0 / texSize.x, 0.0);
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if (mod (texCoord.x * texSize.x, 2.0) < 1.0) {
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dx[1] = -dx[0];
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dx[0] = 0.0;
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}
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vec3 yuv;
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yuv.x = texture(tex, texCoord)[inReorderIdx[0]];
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/* FIXME: should get cosited sampling right... */
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vec4 texel;
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texel.xy = texture(tex, texCoord + vec2(dx[0], 0.0)).rg;
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texel.zw = texture(tex, texCoord + vec2(dx[1], 0.0)).rg;
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yuv.y = texel[inReorderIdx[1]];
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yuv.z = texel[inReorderIdx[3]];
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return yuv;
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}
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