diff options
author | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-09-30 19:55:05 +0300 |
---|---|---|
committer | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-10-04 12:04:53 +0300 |
commit | dbd937e37500ea62e2967fd6669158aee92841c3 (patch) | |
tree | fe121aa57ef43729dbdc9f0cf85d2fd6709cab35 /src/qcam/assets/shader | |
parent | 351abecdb9a5c0423bddaf507c48b3129adcd0a0 (diff) |
qcam: Fix YUV planar fragment shaders
Commit 251f0534b74b ("qcam: viewfinder_gl: Take color space into account
for YUV rendering") introduced compilation failures in the YUV
semi-planar and planar fragment shaders due to a bad copy & paste. Fix
it.
Fixes: 251f0534b74b ("qcam: viewfinder_gl: Take color space into account for YUV rendering")
Reported-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Tested-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Umang Jain <umang.jain@ideasonboard.com>
Diffstat (limited to 'src/qcam/assets/shader')
-rw-r--r-- | src/qcam/assets/shader/YUV_2_planes.frag | 2 | ||||
-rw-r--r-- | src/qcam/assets/shader/YUV_3_planes.frag | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/src/qcam/assets/shader/YUV_2_planes.frag b/src/qcam/assets/shader/YUV_2_planes.frag index da8dbcc5..1d5d1206 100644 --- a/src/qcam/assets/shader/YUV_2_planes.frag +++ b/src/qcam/assets/shader/YUV_2_planes.frag @@ -36,7 +36,7 @@ void main(void) #error Invalid pattern #endif - vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset); + vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset); gl_FragColor = vec4(rgb, 1.0); } diff --git a/src/qcam/assets/shader/YUV_3_planes.frag b/src/qcam/assets/shader/YUV_3_planes.frag index e754129d..8f788e90 100644 --- a/src/qcam/assets/shader/YUV_3_planes.frag +++ b/src/qcam/assets/shader/YUV_3_planes.frag @@ -30,7 +30,7 @@ void main(void) yuv.y = texture2D(tex_u, textureOut).r; yuv.z = texture2D(tex_v, textureOut).r; - vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset); + vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset); gl_FragColor = vec4(rgb, 1.0); } |