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/*
* 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);
}
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