diff options
author | Mikhail Burakov <mburakov@mailbox.org> | 2023-03-14 08:40:53 +0100 |
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committer | Mikhail Burakov <mburakov@mailbox.org> | 2023-03-14 08:40:53 +0100 |
commit | 1c79dfed2c973b159b8f4a39a8087f772b70ceb0 (patch) | |
tree | c7ea2fc1d0d15557c16c16372761e3c1bf1d1903 /chroma.glsl |
Initial import of streamer source code
Diffstat (limited to 'chroma.glsl')
-rw-r--r-- | chroma.glsl | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/chroma.glsl b/chroma.glsl new file mode 100644 index 0000000..9004793 --- /dev/null +++ b/chroma.glsl @@ -0,0 +1,42 @@ +/* + * Copyright (C) 2023 Mikhail Burakov. This file is part of streamer. + * + * streamer 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 3 of the License, or + * (at your option) any later version. + * + * streamer 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 streamer. If not, see <https://www.gnu.org/licenses/>. + */ + +uniform sampler2D img_input; +uniform mediump vec2 chroma_offsets; + +varying mediump vec2 texcoord; + +mediump vec2 rgb2chroma(in mediump vec4 rgb) { + // mburakov: This hardcodes BT.709 full-range. + mediump float y = rgb.r * 0.2126 + rgb.g * 0.7152 + rgb.b * 0.0722; + mediump float u = (rgb.b - y) / (2.0 * (1.0 - 0.0722)); + mediump float v = (rgb.r - y) / (2.0 * (1.0 - 0.2126)); + return vec2(u + 0.5, v + 0.5); +} + +void main() { + mediump vec2 sample_points[4]; + sample_points[0] = texcoord; + sample_points[1] = texcoord + vec2(chroma_offsets.x, 0.0); + sample_points[2] = texcoord + vec2(0.0, chroma_offsets.y); + sample_points[3] = texcoord + chroma_offsets; + mediump vec4 rgb = texture2D(img_input, sample_points[0]) + + texture2D(img_input, sample_points[1]) + + texture2D(img_input, sample_points[2]) + + texture2D(img_input, sample_points[3]); + gl_FragColor = vec4(rgb2chroma(rgb / 4.0), 0.0, 1.0); +} |