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chroma.glsl
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/*
* Copyright (C) 2023 Mikhail Burakov. This file is part of streamer.
*
* streamer is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* streamer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with streamer. If not, see <https://www.gnu.org/licenses/>.
*/
uniform sampler2D img_input;
uniform mediump vec2 sample_offsets[4];
uniform mediump mat3 colorspace;
uniform mediump vec3 ranges[2];
varying mediump vec2 texcoord;
mediump vec4 supersample() {
return texture2D(img_input, texcoord + sample_offsets[0]) +
texture2D(img_input, texcoord + sample_offsets[1]) +
texture2D(img_input, texcoord + sample_offsets[2]) +
texture2D(img_input, texcoord + sample_offsets[3]);
}
mediump vec3 rgb2yuv(in mediump vec3 rgb) {
mediump vec3 yuv = colorspace * rgb.rgb + vec3(0.0, 0.5, 0.5);
return ranges[0] + yuv * ranges[1];
}
void main() {
mediump vec4 rgb = supersample() / 4.0;
mediump vec3 yuv = rgb2yuv(rgb.rgb);
gl_FragColor = vec4(yuv.yz, 0.0, 1.0);
}