uniform sampler2D Texture1; uniform sampler2D Texture2; uniform int TextureWidth; /* * Convert from YUYV422 to RGB. * * This is used by MovieTexture_Generic. The input texture is TextureWidth * texels wide, the output texture is TextureWidth*2 texels wide, and texels * are aligned. We can use this to determine if the fragment we're generating * is even or odd. */ void main(void) { vec4 tex = gl_TexCoord[0]; float fRealWidth = float(TextureWidth); float fU = tex.x; /* Scale U to [0.25,fRealWidth+0.25]. */ fU *= fRealWidth; /* Scale the U texture coordinate to the size of the destination texture, * [0.5,fDestWidth+0.5]. */ fU *= 2.0; /* Texture coordinates are center-aligned; an exact sample lies at 0.5, * not 0. Shift U from [0.5,fDestWidth+0.5] to [0,fDestWidth]. */ fU -= 0.5; /* If this is an odd fragment, fOdd is 1. */ float fOdd = mod(fU+0.0001, 2.0); /* Align fU to an even coordinate. */ fU -= fOdd; /* Scale U back. Because fU is aligned to an even coordinate, this * will always be an exact sample. */ fU += 0.5; fU /= 2.0; fU /= fRealWidth; tex.x = fU; vec4 yuyv = texture2D( Texture1, tex.xy ); vec3 yuv; if( fOdd <= 0.5 ) yuv = yuyv.rga; else yuv = yuyv.bga; yuv -= vec3(16.0/255.0, 128.0/255.0, 128.0/255.0); mat3 conv = mat3( // Y U (Cb) V (Cr) 1.1643, 0.000, 1.5958, // R 1.1643, -0.39173, -0.81290, // G 1.1643, 2.017, 0.000); // B gl_FragColor.r=dot(yuv,conv[0]); gl_FragColor.g=dot(yuv,conv[1]); gl_FragColor.b=dot(yuv,conv[2]); gl_FragColor.a = 1.0; /* Why doesn't this work? */ // gl_FragColor.rgb = yuv * conv; // gl_FragColor.a = 1.0; } /* * Copyright (c) 2007 Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */