#include /* mat4 to mat3: mat3 coeff = mat3( colorTransform[0].x, colorTransform[0].y, colorTransform[0].z, colorTransform[1].x, colorTransform[1].y, colorTransform[1].z, colorTransform[2].x, colorTransform[2].y, colorTransform[2].z ); mat3 coeff = mat3( colorTransform[0].xyz, colorTransform[1].xyz, colorTransform[2].xyz ); mat3 coeff = mat3(colorTransform); // require GLES3 */ // refer to: // https://docs.microsoft.com/en-us/windows/win32/medfound/recommended-8-bit-yuv-formats-for-video-rendering#yuy2 const std::string_view videoTextureYUY2_frag = R"( #ifdef GL_ES varying lowp vec4 v_fragmentColor; varying mediump vec2 v_texCoord; #else varying vec4 v_fragmentColor; varying vec2 v_texCoord; #endif uniform sampler2D u_tex0; // Y sample uniform sampler2D u_tex1; // UV sample uniform mat4 colorTransform; vec3 trasnformYUV(vec3 YUV) { YUV -= vec3(colorTransform[0].w, colorTransform[1].w, colorTransform[2].w); return mat3( colorTransform[0].xyz, colorTransform[1].xyz, colorTransform[2].xyz ) * YUV; } void main() { vec3 YUV; /* For dual sampler */ YUV.yz = texture2D(u_tex1, v_texCoord).yw; YUV.x = texture2D(u_tex0, v_texCoord).x; /* Convert YUV to RGB */ vec4 OutColor; OutColor.xyz = trasnformYUV(YUV); OutColor.w = 1.0; gl_FragColor = v_fragmentColor * OutColor; } )"sv; /* The NV12 pixel format render shader: - Windows: - video format: HEVC(H256) - support codec id: 'hev1', 'hvc1' - Apple(macOS,iOS,tvOS): - video format: H264,HEVC(H256) - support codec id: 'hvc1' - sub pixel formats: - 'y420v'(kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange) - 'y420f'(kCVPixelFormatType_420YpCbCr8BiPlanarFullRange) Consider test videos: - HEVC(H265): 1912x1080.mp4, 1920x1080.mp4, 1912x1080_hvc1.mp4 - H264: 1912x1080.mp4, 1920x1080.mp4, 1280x720.mp4, 432x240.mp4 refer to: - https://docs.microsoft.com/en-us/windows/win32/medfound/recommended-8-bit-yuv-formats-for-video-rendering#nv12 - https://github.com/doyoulikerock/D3D11NV12Rendering/blob/master/D3D11NV12Rendering/PixelShader.hlsl */ const std::string_view videoTextureNV12_frag = R"( #ifdef GL_ES varying lowp vec4 v_fragmentColor; varying mediump vec2 v_texCoord; #else varying vec4 v_fragmentColor; varying vec2 v_texCoord; #endif uniform sampler2D u_tex0; // Y sample: LumaTexture uniform sampler2D u_tex1; // UV sample: ChromaTexture uniform mat4 colorTransform; vec3 trasnformYUV(vec3 YUV) { YUV -= vec3(colorTransform[0].w, colorTransform[1].w, colorTransform[2].w); return mat3( colorTransform[0].xyz, colorTransform[1].xyz, colorTransform[2].xyz ) * YUV; } void main() { vec3 YUV; YUV.x = texture2D(u_tex0, v_texCoord).w; // Y YUV.yz = texture2D(u_tex1, v_texCoord).xy; // CbCr /* Convert YUV to RGB */ vec4 OutColor; OutColor.xyz = trasnformYUV(YUV); OutColor.w = 1.0; gl_FragColor = v_fragmentColor * OutColor; } )"sv; const std::string_view videoTextureBGRA_frag = R"( #ifdef GL_ES varying lowp vec4 v_fragmentColor; varying mediump vec2 v_texCoord; #else varying vec4 v_fragmentColor; varying vec2 v_texCoord; #endif uniform sampler2D u_tex0; void main() { gl_FragColor = v_fragmentColor * texture2D(u_tex0, v_texCoord).bgra; } )"sv;