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- /*
- * Copyright (C) 2010 Team XBMC
- * http://www.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, write to
- * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
- * http://www.gnu.org/copyleft/gpl.html
- *
- */
-
- #if(XBMC_texture_rectangle)
- # extension GL_ARB_texture_rectangle : enable
- # define texture2D texture2DRect
- # define sampler2D sampler2DRect
- #endif
-
- 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 vec2 m_step;
-
- uniform mat4 m_yuvmat;
-
- uniform float m_stretch;
-
- vec2 stretch(vec2 pos)
- {
- #if (XBMC_STRETCH)
- // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b.
- // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5
- // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1)
- #if(XBMC_texture_rectangle)
- float x = (pos.x * m_step.x) - 0.5;
- return vec2((mix(2.0 * x * abs(x), x, m_stretch) + 0.5) / m_step.x, pos.y);
- #else
- float x = pos.x - 0.5;
- return vec2(mix(2.0 * x * abs(x), x, m_stretch) + 0.5, pos.y);
- #endif
- #else
- return pos;
- #endif
- }
-
- void main()
- {
- #if defined(XBMC_YV12) || defined(XBMC_NV12)
-
- vec4 yuv, rgb;
- yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r
- , texture2D(m_sampU, stretch(m_cordU)).g
- , texture2D(m_sampV, stretch(m_cordV)).a
- , 1.0 );
-
- rgb = m_yuvmat * yuv;
- rgb.a = gl_Color.a;
- gl_FragColor = rgb;
-
- #elif defined(XBMC_YUY2) || defined(XBMC_UYVY)
-
- #if(XBMC_texture_rectangle)
- vec2 stepxy = vec2(1.0, 1.0);
- vec2 pos = stretch(m_cordY);
- pos = vec2(pos.x - 0.25, pos.y);
- vec2 f = fract(pos);
- #else
- vec2 stepxy = m_step;
- vec2 pos = stretch(m_cordY);
- pos = vec2(pos.x - stepxy.x * 0.25, pos.y);
- vec2 f = fract(pos / stepxy);
- #endif
-
- //y axis will be correctly interpolated by opengl
- //x axis will not, so we grab two pixels at the center of two columns and interpolate ourselves
- vec4 c1 = texture2D(m_sampY, vec2(pos.x + (0.5 - f.x) * stepxy.x, pos.y));
- vec4 c2 = texture2D(m_sampY, vec2(pos.x + (1.5 - f.x) * stepxy.x, pos.y));
-
- /* each pixel has two Y subpixels and one UV subpixel
- YUV Y YUV
- check if we're left or right of the middle Y subpixel and interpolate accordingly*/
- #ifdef XBMC_YUY2 //BGRA = YUYV
- float leftY = mix(c1.b, c1.r, f.x * 2.0);
- float rightY = mix(c1.r, c2.b, f.x * 2.0 - 1.0);
- vec2 outUV = mix(c1.ga, c2.ga, f.x);
- #else //BGRA = UYVY
- float leftY = mix(c1.g, c1.a, f.x * 2.0);
- float rightY = mix(c1.a, c2.g, f.x * 2.0 - 1.0);
- vec2 outUV = mix(c1.br, c2.br, f.x);
- #endif //XBMC_YUY2
-
- float outY = mix(leftY, rightY, step(0.5, f.x));
-
- vec4 yuv = vec4(outY, outUV, 1.0);
- vec4 rgb = m_yuvmat * yuv;
-
- gl_FragColor = rgb;
- gl_FragColor.a = gl_Color.a;
-
- #endif
- }
-