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-rw-r--r--src/qcam/assets/shader/YUV_packed.frag83
1 files changed, 0 insertions, 83 deletions
diff --git a/src/qcam/assets/shader/YUV_packed.frag b/src/qcam/assets/shader/YUV_packed.frag
deleted file mode 100644
index b9ef9d41..00000000
--- a/src/qcam/assets/shader/YUV_packed.frag
+++ /dev/null
@@ -1,83 +0,0 @@
-/* SPDX-License-Identifier: LGPL-2.1-or-later */
-/*
- * Copyright (C) 2020, Laurent Pinchart <laurent.pinchart@ideasonboard.com>
- *
- * YUV_packed.frag - Fragment shader code for YUYV packed formats
- */
-
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-varying vec2 textureOut;
-
-uniform sampler2D tex_y;
-uniform vec2 tex_step;
-
-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)
-{
- /*
- * The sampler won't interpolate the texture correctly along the X axis,
- * as each RGBA pixel effectively stores two pixels. We thus need to
- * interpolate manually.
- *
- * In integer texture coordinates, the Y values are layed out in the
- * texture memory as follows:
- *
- * ...| Y U Y V | Y U Y V | Y U Y V |...
- * ...| R G B A | R G B A | R G B A |...
- * ^ ^ ^ ^ ^ ^
- * | | | | | |
- * n-1 n-0.5 n n+0.5 n+1 n+1.5
- *
- * For a texture location x in the interval [n, n+1[, sample the left
- * and right pixels at n and n+1, and interpolate them with
- *
- * left.r * (1 - a) + left.b * a if fract(x) < 0.5
- * left.b * (1 - a) + right.r * a if fract(x) >= 0.5
- *
- * with a = fract(x * 2) which can also be written
- *
- * a = fract(x) * 2 if fract(x) < 0.5
- * a = fract(x) * 2 - 1 if fract(x) >= 0.5
- */
- vec2 pos = textureOut;
- float f_x = fract(pos.x / tex_step.x);
-
- vec4 left = texture2D(tex_y, vec2(pos.x - f_x * tex_step.x, pos.y));
- vec4 right = texture2D(tex_y, vec2(pos.x + (1.0 - f_x) * tex_step.x , pos.y));
-
-#if defined(YUV_PATTERN_UYVY)
- float y_left = mix(left.g, left.a, f_x * 2.0);
- float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0);
- vec2 uv = mix(left.rb, right.rb, f_x);
-#elif defined(YUV_PATTERN_VYUY)
- float y_left = mix(left.g, left.a, f_x * 2.0);
- float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0);
- vec2 uv = mix(left.br, right.br, f_x);
-#elif defined(YUV_PATTERN_YUYV)
- float y_left = mix(left.r, left.b, f_x * 2.0);
- float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0);
- vec2 uv = mix(left.ga, right.ga, f_x);
-#elif defined(YUV_PATTERN_YVYU)
- float y_left = mix(left.r, left.b, f_x * 2.0);
- float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0);
- vec2 uv = mix(left.ag, right.ag, f_x);
-#else
-#error Invalid pattern
-#endif
-
- float y = mix(y_left, y_right, step(0.5, f_x));
-
- vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset);
-
- gl_FragColor = vec4(rgb, 1.0);
-}