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e5d574534c
Fixes left and right output modes.
77 lines
2.3 KiB
GLSL
77 lines
2.3 KiB
GLSL
#version 450 core
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#include "view_defines.h"
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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 l_tex;
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layout(set = 0, binding = 1) uniform sampler2D r_tex;
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layout(set = 0, binding = 2) uniform ViewConvert {
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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vec4 tex_offset;
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vec4 tex_scale;
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ivec2 tex_size;
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int output_type;
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mat3 downmix[2];
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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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vec2 l_coord = inTexCoord * tex_scale.xy + tex_offset.xy;
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vec2 r_coord = inTexCoord * tex_scale.zw + tex_offset.zw;
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vec4 l = swizzle(texture(l_tex, l_coord), in_reorder_idx);
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vec4 r = swizzle(texture(r_tex, r_coord), in_reorder_idx);
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if (output_type == VIEW_MONO_DOWNMIX) {
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vec3 lcol = l.rgb * l.a + vec3(1.0-l.a);
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vec3 rcol = r.rgb * r.a + vec3(1.0-r.a);
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if (l.a + r.a > 0.0) {
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lcol = clamp (downmix[0] * lcol, 0.0, 1.0);
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rcol = clamp (downmix[1] * rcol, 0.0, 1.0);
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outColor0 = vec4 (lcol + rcol, 1.0);
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} else {
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outColor0 = vec4 (0.0);
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}
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} else if (output_type == VIEW_MONO_LEFT) {
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outColor0 = swizzle(l, out_reorder_idx);
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} else if (output_type == VIEW_MONO_RIGHT) {
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outColor0 = swizzle(r, out_reorder_idx);
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} else if (output_type == VIEW_SIDE_BY_SIDE) {
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if (inTexCoord.x < 0.5) {
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outColor0 = swizzle(l, out_reorder_idx);
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} else {
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outColor0 = swizzle(r, out_reorder_idx);
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}
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} else if (output_type == VIEW_TOP_BOTTOM) {
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if (inTexCoord.y < 0.5) {
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outColor0 = swizzle(l, out_reorder_idx);
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} else {
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outColor0 = swizzle(r, out_reorder_idx);
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}
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} else if (output_type == VIEW_COLUMN_INTERLEAVED) {
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if (int(mod(l_coord.x * tex_size.x, 2.0)) == 0) {
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outColor0 = swizzle(l, out_reorder_idx);
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} else {
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outColor0 = swizzle(r, out_reorder_idx);
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}
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} else if (output_type == VIEW_ROW_INTERLEAVED) {
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if (int(mod(l_coord.y * tex_size.y, 2.0)) == 0) {
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outColor0 = swizzle(l, out_reorder_idx);
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} else {
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outColor0 = swizzle(r, out_reorder_idx);
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}
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} else if (output_type == VIEW_CHECKERBOARD) {
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if (int(mod(l_coord.x * tex_size.x, 2.0)) ==
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int(mod(l_coord.y * tex_size.y, 2.0))) {
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outColor0 = swizzle(l, out_reorder_idx);
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} else {
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outColor0 = swizzle(r, out_reorder_idx);
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}
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} else {
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outColor0 = vec4(1.0, 0.0, 1.0, 1.0);
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}
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}
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