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/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/* GLSL version 1.00 ES, defined in gl-shaders.c */
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/*
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* Enumeration of shader variants, must match enum gl_shader_texture_variant.
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*/
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#define SHADER_VARIANT_RGBX 1
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#define SHADER_VARIANT_RGBA 2
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#define SHADER_VARIANT_Y_U_V 3
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#define SHADER_VARIANT_Y_UV 4
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#define SHADER_VARIANT_Y_XUXV 5
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#define SHADER_VARIANT_XYUV 6
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#define SHADER_VARIANT_SOLID 7
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#define SHADER_VARIANT_EXTERNAL 8
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
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#extension GL_OES_EGL_image_external : require
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#endif
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precision mediump float;
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/*
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* These undeclared identifiers will be #defined by a runtime generated code
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* snippet.
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*/
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const int c_variant = DEF_VARIANT;
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const bool c_green_tint = DEF_GREEN_TINT;
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vec4
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yuva2rgba(float y, float u, float v, float a)
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{
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vec4 color_out;
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y *= a;
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u *= a;
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v *= a;
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color_out.r = y + 1.59602678 * v;
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color_out.g = y - 0.39176229 * u - 0.81296764 * v;
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color_out.b = y + 2.01723214 * u;
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color_out.a = a;
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return color_out;
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}
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
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uniform samplerExternalOES tex;
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#else
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uniform sampler2D tex;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform float alpha;
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uniform vec4 color;
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void
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main()
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{
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float y, u, v;
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if (c_variant == SHADER_VARIANT_RGBA ||
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c_variant == SHADER_VARIANT_EXTERNAL) {
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gl_FragColor = alpha * texture2D(tex, v_texcoord);
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} else if (c_variant == SHADER_VARIANT_RGBX) {
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gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;
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gl_FragColor.a = alpha;
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} else if (c_variant == SHADER_VARIANT_Y_U_V) {
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
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u = texture2D(tex1, v_texcoord).x - 0.5;
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v = texture2D(tex2, v_texcoord).x - 0.5;
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_Y_UV) {
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
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u = texture2D(tex1, v_texcoord).r - 0.5;
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v = texture2D(tex1, v_texcoord).g - 0.5;
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
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u = texture2D(tex1, v_texcoord).g - 0.5;
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v = texture2D(tex1, v_texcoord).a - 0.5;
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_XYUV) {
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y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625);
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u = texture2D(tex, v_texcoord).g - 0.5;
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v = texture2D(tex, v_texcoord).r - 0.5;
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_SOLID) {
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gl_FragColor = alpha * color;
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} else {
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/* Never reached, bad variant value. */
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gl_FragColor = vec4(1.0, 0.3, 1.0, 1.0);
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}
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if (c_green_tint)
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gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;
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}
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