libcamera/include/libcamera/internal/shaders/YUV_3_planes.frag
Bryan O'Donoghue 60082dd56f libcamera: shaders: Use highp not mediump for float precision
We get better sample resolution with highp instead of mediump.

Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org>
2025-06-11 01:55:17 +01:00

36 lines
690 B
GLSL

/* SPDX-License-Identifier: LGPL-2.1-or-later */
/*
* Copyright (C) 2020, Linaro
*
* YUV_3_planes_UV.frag - Fragment shader code for YUV420 format
*/
#ifdef GL_ES
precision highp float;
#endif
varying vec2 textureOut;
uniform sampler2D tex_y;
uniform sampler2D tex_u;
uniform sampler2D tex_v;
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)
{
vec3 yuv;
yuv.x = texture2D(tex_y, textureOut).r;
yuv.y = texture2D(tex_u, textureOut).r;
yuv.z = texture2D(tex_v, textureOut).r;
vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset);
gl_FragColor = vec4(rgb, 1.0);
}