41 lines
834 B
GLSL
41 lines
834 B
GLSL
#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D texture;
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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 texture_coord;
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void
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main()
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{
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// Sample format: Y,U,Y,V
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vec4 raw = texture2D(texture, texture_coord);
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#if defined(FMT_YUYV)
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vec4 samples = raw.xyzw;
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#elif defined(FMT_YVYU)
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vec4 samples = raw.xwzy;
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#elif defined(FMT_UYVY)
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vec4 samples = raw.yzwx;
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#elif defined(FMT_VYUY)
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vec4 samples = raw.wzyx;
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#endif
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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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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(rgb, vec3(inv_gamma));
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gl_FragColor = vec4(gamma_color, 1);
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}
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