diff options
author | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-10-20 00:44:55 +0300 |
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committer | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-10-20 13:36:25 +0300 |
commit | 84ad104499d9efc0253dae1a60ee070ed375ad95 (patch) | |
tree | d10fd53eb79cebb28fa3f72b18b46dddb6382b83 /src/apps/qcam/assets/shader/YUV_2_planes.frag | |
parent | daf3f4b59f4ea0ecb42c6a39fe909f071d3a2842 (diff) |
Move test applications to src/apps/
The cam and qcam test application share code, currently through a crude
hack that references the cam source files directly from the qcam
meson.build file. To prepare for the introduction of hosting that code
in a static library, move all applications to src/apps/.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Diffstat (limited to 'src/apps/qcam/assets/shader/YUV_2_planes.frag')
-rw-r--r-- | src/apps/qcam/assets/shader/YUV_2_planes.frag | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/src/apps/qcam/assets/shader/YUV_2_planes.frag b/src/apps/qcam/assets/shader/YUV_2_planes.frag new file mode 100644 index 00000000..1d5d1206 --- /dev/null +++ b/src/apps/qcam/assets/shader/YUV_2_planes.frag @@ -0,0 +1,42 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2020, Linaro + * + * YUV_2_planes.frag - Fragment shader code for NV12, NV16 and NV24 formats + */ + +#ifdef GL_ES +precision mediump float; +#endif + +varying vec2 textureOut; +uniform sampler2D tex_y; +uniform sampler2D tex_u; + +const mat3 yuv2rgb_matrix = mat3( + YUV2RGB_MATRIX +); + +const vec3 yuv2rgb_offset = vec3( + YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0 +); + +void main(void) +{ + vec3 yuv; + + yuv.x = texture2D(tex_y, textureOut).r; +#if defined(YUV_PATTERN_UV) + yuv.y = texture2D(tex_u, textureOut).r; + yuv.z = texture2D(tex_u, textureOut).a; +#elif defined(YUV_PATTERN_VU) + yuv.y = texture2D(tex_u, textureOut).a; + yuv.z = texture2D(tex_u, textureOut).r; +#else +#error Invalid pattern +#endif + + vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset); + + gl_FragColor = vec4(rgb, 1.0); +} |