| /* | |
| * Copyright 2010, Google Inc. | |
| * All rights reserved. | |
| * | |
| * Redistribution and use in source and binary forms, with or without | |
| * modification, are permitted provided that the following conditions are | |
| * met: | |
| * | |
| * * Redistributions of source code must retain the above copyright | |
| * notice, this list of conditions and the following disclaimer. | |
| * * Redistributions in binary form must reproduce the above | |
| * copyright notice, this list of conditions and the following disclaimer | |
| * in the documentation and/or other materials provided with the | |
| * distribution. | |
| * * Neither the name of Google Inc. nor the names of its | |
| * contributors may be used to endorse or promote products derived from | |
| * this software without specific prior written permission. | |
| * | |
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | |
| * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | |
| * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR | |
| * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | |
| * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
| * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | |
| * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | |
| * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | |
| * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| */ | |
| /* | |
| * This is a planar YUV to RGB conversion shader that uses separate samplers to | |
| * hold Y, U and V components. | |
| */ | |
| uniform sampler2D ySampler; | |
| uniform sampler2D uSampler; | |
| uniform sampler2D vSampler; | |
| #if defined (USE_UNIFORM_MATRIX) | |
| uniform mat4 conversion; | |
| #endif | |
| varying vec2 yPlane; | |
| varying vec2 uvPlane; | |
| void main() { | |
| float yChannel = texture2D(ySampler, yPlane).r; | |
| float uChannel = texture2D(uSampler, uvPlane).r; | |
| float vChannel = texture2D(vSampler, uvPlane).r; | |
| /* | |
| * This does the colorspace conversion from Y'UV to RGB as a matrix | |
| * multiply. It also does the offset of the U and V channels from | |
| * [0,1] to [-.5,.5] as part of the transform. | |
| */ | |
| vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); | |
| #if !defined(USE_UNIFORM_MATRIX) | |
| mat4 conversion = mat4( | |
| 1.0, 1.0, 1.0, 0.0, | |
| 0.0, -0.344, 1.772, 0.0, | |
| 1.402, -0.714, 0.0, 0.0, | |
| -0.701, 0.529, -0.886, 1.0 | |
| ); | |
| #endif | |
| gl_FragColor = conversion * channels; | |
| } |