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path: root/drivers/gles2/shaders/copy.glsl
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Diffstat (limited to 'drivers/gles2/shaders/copy.glsl')
-rw-r--r--drivers/gles2/shaders/copy.glsl29
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