mirror of https://github.com/axmolengine/axmol.git
133 lines
3.3 KiB
GLSL
133 lines
3.3 KiB
GLSL
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/* mat4 to mat3:
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mat3 coeff = mat3(
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colorTransform[0].x, colorTransform[0].y, colorTransform[0].z,
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colorTransform[1].x, colorTransform[1].y, colorTransform[1].z,
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colorTransform[2].x, colorTransform[2].y, colorTransform[2].z
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);
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mat3 coeff = mat3(
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colorTransform[0].xyz,
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colorTransform[1].xyz,
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colorTransform[2].xyz
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);
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mat3 coeff = mat3(colorTransform); // require GLES3
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*/
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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 char* 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 mat4 colorTransform;
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vec3 trasnformYUV(vec3 YUV)
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{
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YUV -= vec3(colorTransform[0].w, colorTransform[1].w, colorTransform[2].w);
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return mat3(
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colorTransform[0].xyz,
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colorTransform[1].xyz,
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colorTransform[2].xyz
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) * 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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YUV.yz = texture2D(u_tex1, v_texCoord).yw;
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YUV.x = texture2D(u_tex0, v_texCoord).x;
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/* Convert YUV to RGB */
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vec4 OutColor;
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OutColor.xyz = trasnformYUV(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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)";
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/*
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The NV12 pixel format render shader:
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- Windows:
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- video format: HEVC(H256)
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- support codec id: 'hev1', 'hvc1'
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- Apple(macOS,iOS,tvOS):
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- video format: H264,HEVC(H256)
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- support codec id: 'hvc1'
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- sub pixel formats:
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- 'y420v'(kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange)
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- 'y420f'(kCVPixelFormatType_420YpCbCr8BiPlanarFullRange)
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Consider test videos:
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- HEVC(H265): 1912x1080.mp4, 1920x1080.mp4, 1912x1080_hvc1.mp4
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- H264: 1912x1080.mp4, 1920x1080.mp4, 1280x720.mp4, 432x240.mp4
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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#nv12
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- https://github.com/doyoulikerock/D3D11NV12Rendering/blob/master/D3D11NV12Rendering/PixelShader.hlsl
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*/
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const char* 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: LumaTexture
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uniform sampler2D u_tex1; // UV sample: ChromaTexture
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uniform mat4 colorTransform;
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vec3 trasnformYUV(vec3 YUV)
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{
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YUV -= vec3(colorTransform[0].w, colorTransform[1].w, colorTransform[2].w);
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return mat3(
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colorTransform[0].xyz,
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colorTransform[1].xyz,
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colorTransform[2].xyz
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) * 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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YUV.x = texture2D(u_tex0, v_texCoord).w; // Y
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YUV.yz = texture2D(u_tex1, v_texCoord).xy; // CbCr
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/* Convert YUV to RGB */
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vec4 OutColor;
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OutColor.xyz = trasnformYUV(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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)";
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const char* 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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)";
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