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38 lines
1.4 KiB
GLSL
38 lines
1.4 KiB
GLSL
/* GStreamer
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* Copyright (C) 2020 Matthew Waters <matthew@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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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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