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/*
* Copyright 2010, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* This is a conversion of a cg shader from Chrome:
* http://src.chromium.org/viewvc/chrome/trunk/src/o3d/samples/shaders/yuv2rgb.shader
*/
/*
* This shader takes a Y'UV420p image as a single greyscale plane, and
* converts it to RGB by sampling the correct parts of the image, and
* by converting the colorspace to RGB on the fly.
*/
/*
* These represent the image dimensions of the SOURCE IMAGE (not the
* Y'UV420p image). This is the same as the dimensions of the Y'
* portion of the Y'UV420p image. They are set from JavaScript.
*/
uniform float imageWidth;
uniform float imageHeight;
/*
* This is the texture sampler where the greyscale Y'UV420p image is
* accessed.
*/
uniform sampler2D textureSampler;
#if defined (USE_UNIFORM_MATRIX)
uniform mat4 conversion;
#endif
varying vec4 v1;
/**
* This fetches an individual Y pixel from the image, given the current
* texture coordinates (which range from 0 to 1 on the source texture
* image). They are mapped to the portion of the image that contains
* the Y component.
*
* @param position This is the position of the main image that we're
* trying to render, in parametric coordinates.
*/
float getYPixel(vec2 position) {
position.y = 1. - (position.y * 2.0 / 3.0 + 1.0 / 3.0);
return texture2D(textureSampler, position).x;
}
/**
* This does the crazy work of calculating the planar position (the
* position in the byte stream of the image) of the U or V pixel, and
* then converting that back to x and y coordinates, so that we can
* account for the fact that V is appended to U in the image, and the
* complications that causes (see below for a diagram).
*
* @param position This is the position of the main image that we're
* trying to render, in pixels.
*
* @param planarOffset This is an offset to add to the planar address
* we calculate so that we can find the U image after the V
* image.
*/
vec2 mapCommon(vec2 position, float planarOffset) {
planarOffset += imageWidth * floor(position.y / 2.0) / 2.0 +
floor((imageWidth - 1.0 - position.x) / 2.0);
float x = floor(imageWidth - 1.0 - floor(mod(planarOffset, imageWidth)));
float y = floor(planarOffset / imageWidth);
return vec2((x + 0.5) / imageWidth, 1. - (y + 0.5) / (1.5 * imageHeight));
}
/**
* This is a helper function for mapping pixel locations to a texture
* coordinate for the U plane.
*
* @param position This is the position of the main image that we're
* trying to render, in pixels.
*/
vec2 mapU(vec2 position) {
float planarOffset = (imageWidth * imageHeight) / 4.0;
return mapCommon(position, planarOffset);
}
/**
* This is a helper function for mapping pixel locations to a texture
* coordinate for the V plane.
*
* @param position This is the position of the main image that we're
* trying to render, in pixels.
*/
vec2 mapV(vec2 position) {
return mapCommon(position, 0.0);
}
/**
* Given the texture coordinates, our pixel shader grabs the right
* value from each channel of the source image, converts it from Y'UV
* to RGB, and returns the result.
*
* Each U and V pixel provides color information for a 2x2 block of Y
* pixels. The U and V planes are just appended to the Y image.
*
* For images that have a height divisible by 4, things work out nicely.
* For images that are merely divisible by 2, it's not so nice
* (and YUV420 doesn't work for image sizes not divisible by 2).
*
* Here is a 6x6 image, with the layout of the planes of U and V.
* Notice that the V plane starts halfway through the last scanline
* that has U on it.
*
* 1 +---+---+---+---+---+---+
* | Y | Y | Y | Y | Y | Y |
* +---+---+---+---+---+---+
* | Y | Y | Y | Y | Y | Y |
* +---+---+---+---+---+---+
* | Y | Y | Y | Y | Y | Y |
* +---+---+---+---+---+---+
* | Y | Y | Y | Y | Y | Y |
* +---+---+---+---+---+---+
* | Y | Y | Y | Y | Y | Y |
* +---+---+---+---+---+---+
* | Y | Y | Y | Y | Y | Y |
* .3 +---+---+---+---+---+---+
* | U | U | U | U | U | U |
* +---+---+---+---+---+---+
* | U | U | U | V | V | V |
* +---+---+---+---+---+---+
* | V | V | V | V | V | V |
* 0 +---+---+---+---+---+---+
* 0 1
*
* Here is a 4x4 image, where the U and V planes are nicely split into
* separable blocks.
*
* 1 +---+---+---+---+
* | Y | Y | Y | Y |
* +---+---+---+---+
* | Y | Y | Y | Y |
* +---+---+---+---+
* | Y | Y | Y | Y |
* +---+---+---+---+
* | Y | Y | Y | Y |
* .3 +---+---+---+---+
* | U | U | U | U |
* +---+---+---+---+
* | V | V | V | V |
* 0 +---+---+---+---+
* 0 1
*
*/
void main() {
/*
* Calculate what image pixel we're on, since we have to calculate
* the location in the image stream, using floor in several places
* which makes it hard to use parametric coordinates.
*/
vec2 pixelPosition = vec2(floor(imageWidth * v1.x),
floor(imageHeight * v1.y));
/*
* We can use the parametric coordinates to get the Y channel, since it's
* a relatively normal image.
*/
float yChannel = getYPixel(vec2(v1));
/*
* As noted above, the U and V planes are smashed onto the end of
* the image in an odd way (in our 2D texture mapping, at least), so
* these mapping functions take care of that oddness.
*/
float uChannel = texture2D(textureSampler, mapU(pixelPosition)).x;
float vChannel = texture2D(textureSampler, mapV(pixelPosition)).x;
/*
* This does the colorspace conversion from Y'UV to RGB as a matrix
* multiply. It also does the offset of the U and V channels from
* [0,1] to [-.5,.5] as part of the transform.
*/
vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0);
#if !defined(USE_UNIFORM_MATRIX)
mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0,
0.0, -0.344, 1.772, 0.0,
1.402, -0.714, 0.0, 0.0,
-0.701, 0.529, -0.886, 1.0);
#endif
gl_FragColor = conversion * channels;
}