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GLSL

#ifndef INC_YUYV
#define INC_YUYV
const int YUYV_FOURCC = 1448695129;
const mat3x3 yuyv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}};
vec4 yuyvTex(sampler2D tex, vec2 vUV, int base_width) {
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));
vec3 yuv = vec3(
x % 2 == 0 ? tU.x : tV.x,
tU.y - 0.5,
tV.y - 0.5
);
return vec4(yuyv_to_rgb * yuv, 1.0);
}
#endif