/* * Copyright 2012 Intel Corporation * Copyright 2015,2019 Collabora, Ltd. * Copyright 2016 NVIDIA Corporation * * 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, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * 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. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ /* GLSL version 1.00 ES, defined in gl-shaders.c */ /* * Enumeration of shader variants. */ #define SHADER_VARIANT_RGBX 1 #define SHADER_VARIANT_RGBA 2 #define SHADER_VARIANT_Y_U_V 3 #define SHADER_VARIANT_Y_UV 4 #define SHADER_VARIANT_Y_XUXV 5 #define SHADER_VARIANT_XYUV 6 #define SHADER_VARIANT_SOLID 7 #define SHADER_VARIANT_EXTERNAL 8 #if DEF_VARIANT == SHADER_VARIANT_EXTERNAL #extension GL_OES_EGL_image_external : require #endif precision mediump float; /* * These undeclared identifiers will be #defined by a runtime generated code * snippet. */ const int c_variant = DEF_VARIANT; const bool c_green_tint = DEF_GREEN_TINT; vec4 yuva2rgba(float y, float u, float v, float a) { vec4 color_out; y *= a; u *= a; v *= a; color_out.r = y + 1.59602678 * v; color_out.g = y - 0.39176229 * u - 0.81296764 * v; color_out.b = y + 2.01723214 * u; color_out.a = a; return color_out; } #if DEF_VARIANT == SHADER_VARIANT_EXTERNAL uniform samplerExternalOES tex; #else uniform sampler2D tex; #endif varying vec2 v_texcoord; uniform sampler2D tex1; uniform sampler2D tex2; uniform float alpha; uniform vec4 color; void main() { float y, u, v; if (c_variant == SHADER_VARIANT_RGBA || c_variant == SHADER_VARIANT_EXTERNAL) { gl_FragColor = alpha * texture2D(tex, v_texcoord); } else if (c_variant == SHADER_VARIANT_RGBX) { gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb; gl_FragColor.a = alpha; } else if (c_variant == SHADER_VARIANT_Y_U_V) { y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625); u = texture2D(tex1, v_texcoord).x - 0.5; v = texture2D(tex2, v_texcoord).x - 0.5; gl_FragColor = yuva2rgba(y, u, v, alpha); } else if (c_variant == SHADER_VARIANT_Y_UV) { y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625); u = texture2D(tex1, v_texcoord).r - 0.5; v = texture2D(tex1, v_texcoord).g - 0.5; gl_FragColor = yuva2rgba(y, u, v, alpha); } else if (c_variant == SHADER_VARIANT_Y_XUXV) { y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625); u = texture2D(tex1, v_texcoord).g - 0.5; v = texture2D(tex1, v_texcoord).a - 0.5; gl_FragColor = yuva2rgba(y, u, v, alpha); } else if (c_variant == SHADER_VARIANT_XYUV) { y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625); u = texture2D(tex, v_texcoord).g - 0.5; v = texture2D(tex, v_texcoord).r - 0.5; gl_FragColor = yuva2rgba(y, u, v, alpha); } else if (c_variant == SHADER_VARIANT_SOLID) { gl_FragColor = alpha * color; } else { /* Never reached, bad variant value. */ gl_FragColor = vec4(1.0, 0.3, 1.0, 1.0); } if (c_green_tint) gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8; }