From 4a4a3e715b8314c56a2a32788d92fdec464af7b7 Mon Sep 17 00:00:00 2001 From: Show Liu Date: Fri, 11 Sep 2020 16:55:11 +0800 Subject: qcam: Add OpenGL shader code as Qt resource Add OpenGL fragment and vertex shaders to convert two- and tri-planar YUV formats to RGB. This will be used to accelerate YUV image rendering. Signed-off-by: Show Liu Reviewed-by: Laurent Pinchart Signed-off-by: Laurent Pinchart --- src/qcam/assets/shader/NV_3_planes_f.glsl | 33 +++++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) create mode 100644 src/qcam/assets/shader/NV_3_planes_f.glsl (limited to 'src/qcam/assets/shader/NV_3_planes_f.glsl') diff --git a/src/qcam/assets/shader/NV_3_planes_f.glsl b/src/qcam/assets/shader/NV_3_planes_f.glsl new file mode 100644 index 00000000..4bc94184 --- /dev/null +++ b/src/qcam/assets/shader/NV_3_planes_f.glsl @@ -0,0 +1,33 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2020, Linaro + * + * NV_3_planes_UV_f.glsl - Fragment shader code for YUV420 format + */ + +#ifdef GL_ES +precision mediump float; +#endif + +varying vec2 textureOut; +uniform sampler2D tex_y; +uniform sampler2D tex_u; +uniform sampler2D tex_v; + +void main(void) +{ + vec3 yuv; + vec3 rgb; + mat3 yuv2rgb_bt601_mat = mat3( + vec3(1.164, 1.164, 1.164), + vec3(0.000, -0.392, 2.017), + vec3(1.596, -0.813, 0.000) + ); + + yuv.x = texture2D(tex_y, textureOut).r - 0.063; + yuv.y = texture2D(tex_u, textureOut).r - 0.500; + yuv.z = texture2D(tex_v, textureOut).r - 0.500; + + rgb = yuv2rgb_bt601_mat * yuv; + gl_FragColor = vec4(rgb, 1.0); +} -- cgit v1.2.1