refactor(default): glsl cleaning (1/2)

This commit is contained in:
2026-08-28 19:46:46 +02:00
parent 69f98e536f
commit 749206746d
11 changed files with 323 additions and 380 deletions
+8 -24
View File
@@ -4,41 +4,25 @@
const int YUYV_FOURCC = 1448695129;
// https://en.wikipedia.org/wiki/Y%E2%80%B2UV
const mat3x3 yuyv_to_rgb_bt709 = {
{
1,
1,
1
},
{
0,
-0.21482,
2.12798
},
{
1.28033,
-0.38059,
0
}
};
const mat3x3 yuyv_to_rgb_bt709 = mat3x3(1., 1., 1., 0., -.21482, 2.12798, 1.28033, -.38059, 0.);
vec4 yuyvTex(sampler2D tex, vec2 vUV, int base_width) {
float w = base_width - 1;
float w = base_width - 1.;
int x = int(vUV.x * w);
int xU = x - x % 2;
int xV = x - x % 2 + 1;
vec4 tU = texture(tex, vec2(xU / w, 1 - vUV.y));
vec4 tV = texture(tex, vec2(xV / w, 1 - vUV.y));
vec4 tU = texture(tex, vec2(xU / w, 1. - vUV.y));
vec4 tV = texture(tex, vec2(xV / w, 1. - vUV.y));
vec3 yuv = vec3(
x % 2 == 0 ? tU.x : tV.x,
tU.y - 0.5,
tV.y - 0.5
x % 2 == 0. ? tU.x : tV.x,
tU.y - .5,
tV.y - .5
);
return vec4(yuyv_to_rgb_bt709 * yuv, 1.0);
return vec4(yuyv_to_rgb_bt709 * yuv, 1.);
}
#endif