$input v_color0, v_texcoord0 // license:BSD-3-Clause // copyright-holders:Ryan Holtz #include "common.sh" // Samplers SAMPLER2D(s_tex, 0); #define round(X) floor((X)+0.5) uniform vec4 u_tex_size0; uniform vec4 u_inv_tex_size0; vec3 ycc_to_rgb(float y, float cb, float cr) { float r = saturate(y + 1.40200 * (cr - 0.5)); float g = saturate(y - 0.34414 * (cb - 0.5) - 0.71414 * (cr - 0.5)); float b = saturate(y + 1.77200 * (cb - 0.5)); return vec3(r, g, b); } void main() { vec2 size_minus_one = u_tex_size0.xy - vec2(1.0, 1.0); vec2 original_uv = round(v_texcoord0.xy * size_minus_one); float mod_val = mod(original_uv.x, 2.0); vec2 rounded_uv = round(vec2(original_uv.x - mod_val, original_uv.y)); vec2 next_uv = rounded_uv + vec2(1.0, 0.0); vec2 srcpix0 = texture2D(s_tex, rounded_uv / size_minus_one).rg; vec2 srcpix1 = texture2D(s_tex, next_uv / size_minus_one).rg; float cr = srcpix1.r; float cb = srcpix0.r; if (mod_val < 1.0) gl_FragColor = vec4(ycc_to_rgb(srcpix0.g, cb, cr), 1.0) * v_color0; else gl_FragColor = vec4(ycc_to_rgb(srcpix1.g, cb, cr), 1.0) * v_color0; }