Rewrite YUV processing pipeline.
Use a 4-channel texture instead for packed YUV data so every pixel in the texture has all the 4:2:2 color data available.
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@@ -7,26 +7,24 @@ uniform mat3 color_matrix;
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uniform float inv_gamma;
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uniform float blacklevel;
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varying vec2 top_left_uv;
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varying vec2 top_right_uv;
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varying vec2 bottom_left_uv;
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varying vec2 bottom_right_uv;
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varying vec2 texture_coord;
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void
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main()
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{
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// Note the coordinates for texture samples need to be a varying, as the
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// Mali-400 has this as a fast path allowing 32-bit floats. Otherwise
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// they end up as 16-bit floats and that's not accurate enough.
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// Sample format: Y,U,Y,V
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vec4 samples = texture2D(texture, texture_coord);
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float y = samples.x;
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float u = samples.y-0.5;
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float v = samples.w-0.5;
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vec4 samples = vec4(texture2D(texture, top_left_uv).r,
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texture2D(texture, top_right_uv).r,
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texture2D(texture, bottom_left_uv).r,
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texture2D(texture, bottom_right_uv).r);
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vec3 color = vec3(samples.z, samples.z, samples.z);
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vec3 rgb;
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rgb.r = y + (1.403 * v);
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rgb.g = y - (0.344 * u) - (0.714 * v);
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rgb.b = y + (1.770 * u);
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//color *= color_matrix;
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vec3 gamma_color = pow(color, vec3(inv_gamma));
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vec3 gamma_color = pow(rgb, vec3(inv_gamma));
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gl_FragColor = vec4(gamma_color, 1);
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}
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