We get better sample resolution with highp instead of mediump. Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org>
36 lines
690 B
GLSL
36 lines
690 B
GLSL
/* SPDX-License-Identifier: LGPL-2.1-or-later */
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/*
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* Copyright (C) 2020, Linaro
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*
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* YUV_3_planes_UV.frag - Fragment shader code for YUV420 format
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*/
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#ifdef GL_ES
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precision highp float;
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#endif
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varying vec2 textureOut;
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uniform sampler2D tex_y;
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uniform sampler2D tex_u;
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uniform sampler2D tex_v;
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const mat3 yuv2rgb_matrix = mat3(
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YUV2RGB_MATRIX
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);
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const vec3 yuv2rgb_offset = vec3(
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YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0
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);
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void main(void)
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{
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vec3 yuv;
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yuv.x = texture2D(tex_y, textureOut).r;
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yuv.y = texture2D(tex_u, textureOut).r;
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yuv.z = texture2D(tex_v, textureOut).r;
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vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset);
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gl_FragColor = vec4(rgb, 1.0);
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}
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