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Diffstat (limited to 'src/qtmultimediaquicktools/shaders/uyvyvideo.frag')
-rw-r--r--src/qtmultimediaquicktools/shaders/uyvyvideo.frag18
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;
}