diff options
author | BastiaanOlij <mux213@gmail.com> | 2017-08-21 00:17:24 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2019-06-15 21:30:32 +1000 |
commit | 02ea99129e8f3882914431374c60a7d80c5146e1 (patch) | |
tree | 6e41adaa70a2d5a3441ba6c1d455d9b63ea8c1de /drivers/gles2/shaders | |
parent | 0a3c21d999559617cc9cdfe261d631e6d1267374 (diff) |
Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index 931b3f3708..195db7c45f 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -28,8 +28,15 @@ varying vec2 uv_interp; #endif varying vec2 uv2_interp; +// These definitions are here because the shader-wrapper builder does +// not understand `#elif defined()` +#ifdef USE_DISPLAY_TRANSFORM +#endif + #ifdef USE_COPY_SECTION uniform highp vec4 copy_section; +#elif defined(USE_DISPLAY_TRANSFORM) +uniform highp mat4 display_transform; #endif void main() { @@ -48,6 +55,8 @@ void main() { #ifdef USE_COPY_SECTION uv_interp = copy_section.xy + uv_interp * copy_section.zw; gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; +#elif defined(USE_DISPLAY_TRANSFORM) + uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy; #endif } @@ -88,6 +97,10 @@ uniform samplerCube source_cube; // texunit:0 uniform sampler2D source; // texunit:0 #endif +#ifdef SEP_CBCR_TEXTURE +uniform sampler2D CbCr; //texunit:1 +#endif + varying vec2 uv2_interp; #ifdef USE_MULTIPLIER @@ -145,10 +158,26 @@ void main() { #elif defined(USE_CUBEMAP) vec4 color = textureCube(source_cube, normalize(cube_interp)); +#elif defined(SEP_CBCR_TEXTURE) + vec4 color; + color.r = texture2D(source, uv_interp).r; + color.gb = texture2D(CbCr, uv_interp).rg - vec2(0.5, 0.5); + color.a = 1.0; #else vec4 color = texture2D(source, uv_interp); #endif +#ifdef YCBCR_TO_RGB + // YCbCr -> RGB conversion + + // Using BT.601, which is the standard for SDTV is provided as a reference + color.rgb = mat3( + vec3(1.00000, 1.00000, 1.00000), + vec3(0.00000, -0.34413, 1.77200), + vec3(1.40200, -0.71414, 0.00000)) * + color.rgb; +#endif + #ifdef USE_NO_ALPHA color.a = 1.0; #endif |