/system/shaders/yuv2rgb_bob_gles.glsl
http://github.com/xbmc/xbmc · GLSL · 74 lines · 42 code · 12 blank · 20 comment · 0 complexity · 4b9894f8c690c4ee45f34aa5e1e07930 MD5 · raw file
- /*
- * Copyright (C) 2010-2013 Team XBMC
- * http://xbmc.org
- *
- * This Program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This Program 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 General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with XBMC; see the file COPYING. If not, see
- * <http://www.gnu.org/licenses/>.
- *
- */
- precision highp float;
- uniform sampler2D m_sampY;
- uniform sampler2D m_sampU;
- uniform sampler2D m_sampV;
- varying vec2 m_cordY;
- varying vec2 m_cordU;
- varying vec2 m_cordV;
- uniform float m_alpha;
- uniform mat4 m_yuvmat;
- uniform float m_stepX;
- uniform float m_stepY;
- uniform int m_field;
- void main()
- {
- vec4 yuv, rgb;
- vec2 offsetY;
- vec2 offsetU;
- vec2 offsetV;
- float temp1 = mod(m_cordY.y, 2.0*m_stepY);
- offsetY = m_cordY;
- offsetU = m_cordU;
- offsetV = m_cordV;
- offsetY.y -= (temp1 - m_stepY/2.0 + float(m_field)*m_stepY);
- offsetU.y -= (temp1 - m_stepY/2.0 + float(m_field)*m_stepY)/2.0;
- offsetV.y -= (temp1 - m_stepY/2.0 + float(m_field)*m_stepY)/2.0;
- float bstep = step(m_stepY, temp1);
- // Blend missing line
- vec2 belowY, belowU, belowV;
- belowY.x = offsetY.x;
- belowY.y = offsetY.y + (2.0*m_stepY*bstep);
- belowU.x = offsetU.x;
- belowU.y = offsetU.y + (m_stepY*bstep);
- belowV.x = offsetV.x;
- belowV.y = offsetV.y + (m_stepY*bstep);
- vec4 yuvBelow, rgbBelow;
- yuv.rgba = vec4(texture2D(m_sampY, offsetY).r, texture2D(m_sampU, offsetU).g, texture2D(m_sampV, offsetV).a, 1.0);
- rgb = m_yuvmat * yuv;
- rgb.a = m_alpha;
- yuvBelow.rgba = vec4(texture2D(m_sampY, belowY).r, texture2D(m_sampU, belowU).g, texture2D(m_sampV, belowV).a, 1.0);
- rgbBelow = m_yuvmat * yuvBelow;
- rgbBelow.a = m_alpha;
- gl_FragColor.rgba = mix(rgb, rgbBelow, 0.5);
- }