mirror of https://github.com/axmolengine/axmol.git
149 lines
3.4 KiB
GLSL
149 lines
3.4 KiB
GLSL
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#include <string_view>
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/*
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* refer to: https://github.com/doyoulikerock/D3D11NV12Rendering/blob/master/D3D11NV12Rendering/PixelShader.hlsl
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// Converting 8-bit YUV to RGB888
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static const float3x3 YUVtoRGBCoeffMatrix =
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{
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1.164383, 1.164383, 1.164383,
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0.000000, -0.391762, 2.017232,
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1.596027, -0.812968, 0.000000
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};
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*/
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const std::string_view videoTextureNV12_frag = R"(
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#ifdef GL_ES
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varying lowp vec4 v_fragmentColor;
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varying mediump vec2 v_texCoord;
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#else
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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#endif
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uniform sampler2D u_tex0; // Y sample
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uniform sampler2D u_tex1; // UV sample
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uniform vec2 uv_scale;
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uniform float out_w;
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const mat3 YUVtoRGBCoeff = mat3(
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1.16438356, 1.16438356, 1.16438356,
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0.00000000, -0.213237017, 2.11241937,
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1.79265225, -0.533004045, 0.00000000
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);
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const vec3 YUVOffset8bits = vec3(0.0627451017, 0.501960814, 0.501960814);
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vec3 YuvToRgb(vec3 YUV)
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{
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YUV -= YUVOffset8bits;
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return YUVtoRGBCoeff * YUV;
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}
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void main()
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{
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vec3 YUV;
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/* For dual sampler */
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//vec2 tXY = v_texCoord;
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//YUV.x = texture2D(u_tex0, tXY).x;
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//tXY.y += 0.015625; // why needs adjust 1.0/64 ?
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//YUV.yz = texture2D(u_tex1, tXY).xw;
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/* For single sampler */
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vec2 tXY = v_texCoord * uv_scale;
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YUV.x = texture2D(u_tex0, tXY).w;
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tXY.y *= 0.5;
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tXY.y += 2.0 / 3.0;
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float UVOffs = floor(v_texCoord.x * out_w / 2.0) * 2.0;
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float UPos = ((UVOffs * uv_scale.x) + 0.5) / out_w;
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float VPos = ((UVOffs * uv_scale.x) + 1.5) / out_w;
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YUV.y = texture2D(u_tex0, vec2(UPos, tXY.y)).w;
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YUV.z = texture2D(u_tex0, vec2(VPos, tXY.y)).w;
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/* Convert YUV to RGB */
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vec4 OutColor;
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OutColor.xyz = YuvToRgb(YUV);
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OutColor.w = 1.0;
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gl_FragColor = v_fragmentColor * OutColor;
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}
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)"sv;
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// refer to:
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// https://docs.microsoft.com/en-us/windows/win32/medfound/recommended-8-bit-yuv-formats-for-video-rendering#yuy2
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const std::string_view videoTextureYUY2_frag = R"(
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#ifdef GL_ES
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varying lowp vec4 v_fragmentColor;
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varying mediump vec2 v_texCoord;
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#else
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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#endif
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uniform sampler2D u_tex0; // Y sample
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uniform sampler2D u_tex1; // UV sample
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uniform vec2 uv_scale;
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uniform float out_w; // texture width
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const mat3 YUVtoRGBCoeff = mat3(
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1.16438356, 1.16438356, 1.16438356,
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0.00000000, -0.213237017, 2.11241937,
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1.79265225, -0.533004045, 0.00000000
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);
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const vec3 YUVOffset8bits = vec3(0.0627451017, 0.501960814, 0.501960814);
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vec3 YuvToRgb(vec3 YUV)
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{
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YUV -= YUVOffset8bits;
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return YUVtoRGBCoeff * YUV;
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}
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void main()
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{
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vec2 tXY = v_texCoord * uv_scale;
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vec3 YUV;
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/* For dual sampler */
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YUV.yz = texture2D(u_tex1, tXY).yw;
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YUV.x = texture2D(u_tex0, tXY).x;
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/* For single sampler */
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//YUV.yz = texture2D(u_tex0, tXY).xw;
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//
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//vec4 YUY2P = texture2D(u_tex0, tXY);
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//float Pos = v_texCoord.x * out_w;
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//YUV.x = floor(mod(Pos, 2.0)) == 0.0 ? YUY2P.z : YUY2P.x;
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/* Convert YUV to RGB */
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vec4 OutColor;
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OutColor.xyz = YuvToRgb(YUV);
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OutColor.w = 1.0;
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gl_FragColor = v_fragmentColor * OutColor;
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}
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)"sv;
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const std::string_view videoTextureBGRA_frag = R"(
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#ifdef GL_ES
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varying lowp vec4 v_fragmentColor;
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varying mediump vec2 v_texCoord;
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#else
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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#endif
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uniform sampler2D u_tex0;
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void main()
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{
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gl_FragColor = v_fragmentColor * texture2D(u_tex0, v_texCoord).bgra;
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}
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)"sv;
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