uniform sampler2D y_channel; uniform sampler2D u_channel; uniform sampler2D v_channel; uniform int bits_per_pixel; uniform bool full_range; uniform float yuv_crv; uniform float yuv_cgu; uniform float yuv_cgv; uniform float yuv_cbu; in vec2 ove_texcoord; out vec4 frag_color; void main() { // Sample YUV planes vec3 yuv; yuv.r = texture(y_channel, ove_texcoord).r; yuv.g = texture(u_channel, ove_texcoord).r; yuv.b = texture(v_channel, ove_texcoord).r; // Pixels will have come in aligned to 16-bit regardless of their actual bit depth, so they must // be scaled as if they were actually 16-bit if (bits_per_pixel == 8) { // Convert 0.0-1.0 to -0.5-0.5 yuv.gb -= (128.0/255.0); } else if (bits_per_pixel == 10) { // Scale from 10-bit to 16-bit yuv *= (65535.0/1023.0); // Convert 0.0-1.0 to -0.5-0.5 yuv.gb -= (512.0/1023.0); } else if (bits_per_pixel == 12) { // Scale from 12-bit to 16-bit yuv *= (65535.0/4095.0); // Convert 0.0-1.0 to -0.5-0.5 yuv.gb -= (2048.0/4095.0); } // Convert YUV limited range from 16-235 to 0-255 yuv.r -= 0.0625; // 16/256 yuv.r *= 1.1643; // 255/219 // Use coefficients to weigh YUV into RGB vec4 rgba; rgba.r = yuv.r + yuv_crv * yuv.b; rgba.g = yuv.r - yuv_cgu * yuv.g - yuv_cgv * yuv.b; rgba.b = yuv.r + yuv_cbu * yuv.g; // If the expected value is full range, transform to full range here if (full_range) { rgba.rgb /= 1.1643; rgba.rgb += 0.0625; } // Currently this shader is only used for RGB textures, so just set alpha to 1 rgba.a = 1.0; frag_color = rgba; }