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author | Liang Qi <liang.qi@qt.io> | 2018-01-18 18:01:58 +0100 |
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committer | Liang Qi <liang.qi@qt.io> | 2018-01-18 18:01:58 +0100 |
commit | 2e9d1fa5ef1367e5d2ace88bc47f93b8fe8a039b (patch) | |
tree | e34abd8ef99ae1abb2730a3772debe3fc9b26144 /src/qtmultimediaquicktools/shaders/uyvyvideo.frag | |
parent | b8609cd3ffeddd02a514c6b5f9170c8017966e41 (diff) | |
parent | 7638848d2486e2fac9764b60a99de08f50adc8eb (diff) | |
download | qtmultimedia-2e9d1fa5ef1367e5d2ace88bc47f93b8fe8a039b.tar.gz |
Merge remote-tracking branch 'origin/5.9' into 5.10
Change-Id: I7566f543ce11ff6cddc4d17e2c258a582f365b65
Diffstat (limited to 'src/qtmultimediaquicktools/shaders/uyvyvideo.frag')
-rw-r--r-- | src/qtmultimediaquicktools/shaders/uyvyvideo.frag | 18 |
1 files changed, 4 insertions, 14 deletions
diff --git a/src/qtmultimediaquicktools/shaders/uyvyvideo.frag b/src/qtmultimediaquicktools/shaders/uyvyvideo.frag index 905035703..5c62441c2 100644 --- a/src/qtmultimediaquicktools/shaders/uyvyvideo.frag +++ b/src/qtmultimediaquicktools/shaders/uyvyvideo.frag @@ -1,22 +1,12 @@ -uniform sampler2D yuvTexture; // UYVY macropixel texture passed as RGBA format -uniform mediump float imageWidth; // The UYVY texture appears to the shader with 1/2 the image width since we use the RGBA format to pass UYVY +uniform sampler2D yTexture; // Y component passed as GL_LUMINANCE_ALPHA, in uyvy Y = a +uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in uyvy U = r, V = b uniform mediump mat4 colorMatrix; uniform lowp float opacity; - varying highp vec2 qt_TexCoord; void main() { - // For U0 Y0 V0 Y1 macropixel, lookup Y0 or Y1 based on whether - // the original texture x coord is even or odd. - mediump float Y; - if (fract(floor(qt_TexCoord.x * imageWidth + 0.5) / 2.0) > 0.0) - Y = texture2D(yuvTexture, qt_TexCoord).a; // odd so choose Y1 - else - Y = texture2D(yuvTexture, qt_TexCoord).g; // even so choose Y0 - mediump float Cb = texture2D(yuvTexture, qt_TexCoord).r; - mediump float Cr = texture2D(yuvTexture, qt_TexCoord).b; + mediump vec3 YUV = vec3(texture2D(yTexture, qt_TexCoord).a, texture2D(uvTexture, qt_TexCoord).rb); - mediump vec4 color = vec4(Y, Cb, Cr, 1.0); - gl_FragColor = colorMatrix * color * opacity; + gl_FragColor = colorMatrix * vec4(YUV, 1.0) * opacity; } |