/* * Copyright 2010, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * This is a conversion of a conversion of a cg shader from Chrome: * http://src.chromium.org/viewvc/chrome/trunk/src/o3d/samples/shaders/yuv2rgb.shader */ /* * This shader takes a Y'UV420p image as a single greyscale plane, and * converts it to RGB by sampling the correct parts of the image, and * by converting the colorspace to RGB on the fly. */ /* * These represent the image dimensions of the SOURCE IMAGE (not the * Y'UV420p image). This is the same as the dimensions of the Y' * portion of the Y'UV420p image. They are set from JavaScript. */ uniform float imageWidth; uniform float imageHeight; /* * This is the texture sampler where the greyscale Y'UV420p image is * accessed. */ uniform sampler2D textureSampler; #if defined (USE_UNIFORM_MATRIX) uniform mat4 conversion; #endif varying vec4 v1; /** * Given the texture coordinates, our pixel shader grabs the right * value from each channel of the source image, converts it from Y'UV * to RGB, and returns the result. * * Each Y texel provides luminance information for one pixel in the image. * Each U and V texel provides color information for a 2x2 block of pixels. * The U and V texels are just appended to the Y texels. * * For images that have a height divisible by 4, things work out nicely. * For images that are merely divisible by 2, it's not so nice * (and YUV420 doesn't work for image sizes not divisible by 2). * * Here is a 6x6 image, with the layout of the planes of U and V. * Notice that the V plane starts halfway through the last scanline * that has U on it. * * 0 +---+---+---+---+---+---+ * | Y0| Y0| Y1| Y1| Y2| Y2| * +---+---+---+---+---+---+ * | Y0| Y0| Y1| Y1| Y2| Y2| * +---+---+---+---+---+---+ * | Y3| Y3| Y4| Y4| Y5| Y5| * +---+---+---+---+---+---+ * | Y3| Y3| Y4| Y4| Y5| Y5| * +---+---+---+---+---+---+ * | Y6| Y6| Y7| Y7| Y8| Y8| * +---+---+---+---+---+---+ * | Y6| Y6| Y7| Y7| Y8| Y8| *2/3 +---+---+---+---+---+---+ * | U0| U1| U2| U3| U4| U5| * +---+---+---+---+---+---+ *5/6 | U6| U7| U8| V0| V1| V2| * +---+---+---+---+---+---+ * | V3| V4| V5| V6| V7| V8| * 1 +---+---+---+---+---+---+ * 0 0.5 1 * * Here is a 4x4 image, where the U and V planes are nicely split into * separable blocks. * * 0 +---+---+---+---+ * | Y0| Y0| Y1| Y1| * +---+---+---+---+ * | Y0| Y0| Y1| Y1| * +---+---+---+---+ * | Y2| Y2| Y3| Y3| * +---+---+---+---+ * | Y2| Y2| Y3| Y3| *2/3 +---+---+---+---+ * | U0| U1| U2| U3| *5/6 +---+---+---+---+ * | V0| V1| V2| V3| * 1 +---+---+---+---+ * 0 0.5 1 * * The number in a cell indicates which U and V values map onto * the cell: Un and Vn are used to color the four 'n' cells. As the * image is drawn its texture coordinates range from 0 to 1. The 'y' * coordinate is scaled by 2/3 to map from the Y texels, scaled by 1/6 * and shifted down 2/3 to map from the U texels, and scaled by 1/6 * and shifted down 5/6 to map from the V texels. To map from U or V * texels the 'x' coordinate is scaled by 1/2 always and shifted right * 1/2 when needed. For example rows 0 and 1 use left side U texels * (U0-U2 in the first example) while rows 2 and 3 right side U texels * (U3-U5 in the first example), and so on for the remaining rows. * When the image height is a multiple of 4, the 'V side' is the same * as the 'U side,' otherwise it is opposite. */ void main() { float uside, vside; // texture origin at top left, vertex origin at bottom left vec2 t = vec2(v1.x, (1. - v1.y)); // y position in pixels float ypixel = floor(t.y * imageHeight); if (mod(ypixel, 4.) < 2.) { // rows 0-1, U on left side uside = 0.; } else { // rows 2-3, U on right side uside = .5; } if (mod(imageHeight, 4.) == 0.) { // multiple of 4, V same side as U vside = uside; } else { // assume multiple of 2, V opposite side to U vside = .5 - uside; } // shrink y tex. coord. by 2/3 to cover Y section vec2 y = t * vec2(1., 2./3.); // for U and V shrink x tex. coord. by 0.5, y by 1/6 t *= vec2(.5, 1./6.); // shift to proper side and translate down... vec2 u = t + vec2(uside, 2./3.); // ...to U section vec2 v = t + vec2(vside, 5./6.); // ...to V section float yChannel = texture2D(textureSampler, y).x; float uChannel = texture2D(textureSampler, u).x; float vChannel = texture2D(textureSampler, v).x; /* * This does the colorspace conversion from Y'UV to RGB as a matrix * multiply. It also does the offset of the U and V channels from * [0,1] to [-.5,.5] as part of the transform. */ vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); #if !defined(USE_UNIFORM_MATRIX) mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0, 0.0, -0.344, 1.772, 0.0, 1.402, -0.714, 0.0, 0.0, -0.701, 0.529, -0.886, 1.0); #endif gl_FragColor = conversion * channels; }