/* |
* Copyright 2009, Google Inc. |
* All rights reserved. |
* |
* Redistribution and use in source and binary forms, with or without |
* modification, are permitted provided that the following conditions are |
* met: |
* |
* * Redistributions of source code must retain the above copyright |
* notice, this list of conditions and the following disclaimer. |
* * Redistributions in binary form must reproduce the above |
* copyright notice, this list of conditions and the following disclaimer |
* in the documentation and/or other materials provided with the |
* distribution. |
* * Neither the name of Google Inc. nor the names of its |
* contributors may be used to endorse or promote products derived from |
* this software without specific prior written permission. |
* |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
*/ |
|
// This shader takes a Y'UV420p image as a single greyscale plane, and |
// converts it to RGB by sampling the correct parts of the image, and |
// by converting the colorspace to RGB on the fly. |
|
// Projection matrix for the camera. |
uniform mat4 worldViewProjection; |
|
// These are the input/output parameters for our vertex shader |
attribute vec4 position; |
attribute vec2 texCoord0; |
|
// These are the input/output parameters for our pixel shader. |
varying vec2 v_texcoord; |
|
/** |
* The vertex shader does nothing but returns the position of the |
* vertex using the world view projection matrix. |
*/ |
void main() { |
gl_Position = worldViewProjection * position; |
v_texcoord = texCoord0; |
} |
|
// #o3d SplitMarker |
|
// These represent the image dimensions of the SOURCE IMAGE (not the |
// Y'UV420p image). This is the same as the dimensions of the Y' |
// portion of the Y'UV420p image. They are set from JavaScript. |
uniform float imageWidth; |
uniform float imageHeight; |
|
// This is the texture sampler where the greyscale Y'UV420p image is |
// accessed. |
uniform sampler2D textureSampler; |
|
varying vec2 v_texcoord; |
|
/** |
* This fetches an individual Y pixel from the image, given the current |
* texture coordinates (which range from 0 to 1 on the source texture |
* image). They are mapped to the portion of the image that contains |
* the Y component. |
* |
* @param position This is the position of the main image that we're |
* trying to render, in parametric coordinates. |
*/ |
float getYPixel(vec2 position) { |
position.y = (position.y * 2.0 / 3.0) + (1.0 / 3.0); |
return texture2D(textureSampler, position).x; |
} |
|
/** |
* This does the crazy work of calculating the planar position (the |
* position in the byte stream of the image) of the U or V pixel, and |
* then converting that back to x and y coordinates, so that we can |
* account for the fact that V is appended to U in the image, and the |
* complications that causes (see below for a diagram). |
* |
* @param position This is the position of the main image that we're |
* trying to render, in pixels. |
* |
* @param planarOffset This is an offset to add to the planar address |
* we calculate so that we can find the U image after the V |
* image. |
*/ |
vec2 mapCommon(vec2 position, float planarOffset) { |
planarOffset += (imageWidth * floor(position.y / 2.0)) / 2.0 + |
floor((imageWidth - 1.0 - position.x) / 2.0); |
float x = floor(imageWidth - 1.0 - floor(mod(planarOffset, imageWidth))); |
float y = floor(floor(planarOffset / imageWidth)); |
return vec2((x + 0.5) / imageWidth, (y + 0.5) / (1.5 * imageHeight)); |
} |
|
/** |
* This is a helper function for mapping pixel locations to a texture |
* coordinate for the U plane. |
* |
* @param position This is the position of the main image that we're |
* trying to render, in pixels. |
*/ |
vec2 mapU(vec2 position) { |
float planarOffset = (imageWidth * imageHeight) / 4.0; |
return mapCommon(position, planarOffset); |
} |
|
/** |
* This is a helper function for mapping pixel locations to a texture |
* coordinate for the V plane. |
* |
* @param position This is the position of the main image that we're |
* trying to render, in pixels. |
*/ |
vec2 mapV(vec2 position) { |
return mapCommon(position, 0.0); |
} |
|
/** |
* Given the texture coordinates, our pixel shader grabs the right |
* value from each channel of the source image, converts it from Y'UV |
* to RGB, and returns the result. |
* |
* Each U and V pixel provides color information for a 2x2 block of Y |
* pixels. The U and V planes are just appended to the Y image. |
* |
* For images that have a height divisible by 4, things work out nicely. |
* For images that are merely divisible by 2, it's not so nice |
* (and YUV420 doesn't work for image sizes not divisible by 2). |
* |
* Here is a 6x6 image, with the layout of the planes of U and V. |
* Notice that the V plane starts halfway through the last scanline |
* that has U on it. |
* |
* 1 +---+---+---+---+---+---+ |
* | Y | Y | Y | Y | Y | Y | |
* +---+---+---+---+---+---+ |
* | Y | Y | Y | Y | Y | Y | |
* +---+---+---+---+---+---+ |
* | Y | Y | Y | Y | Y | Y | |
* +---+---+---+---+---+---+ |
* | Y | Y | Y | Y | Y | Y | |
* +---+---+---+---+---+---+ |
* | Y | Y | Y | Y | Y | Y | |
* +---+---+---+---+---+---+ |
* | Y | Y | Y | Y | Y | Y | |
* .3 +---+---+---+---+---+---+ |
* | U | U | U | U | U | U | |
* +---+---+---+---+---+---+ |
* | U | U | U | V | V | V | |
* +---+---+---+---+---+---+ |
* | V | V | V | V | V | V | |
* 0 +---+---+---+---+---+---+ |
* 0 1 |
* |
* Here is a 4x4 image, where the U and V planes are nicely split into |
* separable blocks. |
* |
* 1 +---+---+---+---+ |
* | Y | Y | Y | Y | |
* +---+---+---+---+ |
* | Y | Y | Y | Y | |
* +---+---+---+---+ |
* | Y | Y | Y | Y | |
* +---+---+---+---+ |
* | Y | Y | Y | Y | |
* .3 +---+---+---+---+ |
* | U | U | U | U | |
* +---+---+---+---+ |
* | V | V | V | V | |
* 0 +---+---+---+---+ |
* 0 1 |
* |
*/ |
void main() { |
// Calculate what image pixel we're on, since we have to calculate |
// the location in the image stream, using floor in several places |
// which makes it hard to use parametric coordinates. |
vec2 pixelPosition = vec2(floor(imageWidth * v_texcoord.x), |
floor(imageHeight * v_texcoord.y)); |
pixelPosition -= vec2(0.5, 0.5); |
// We can use the parametric coordinates to get the Y channel, since it's |
// a relatively normal image. |
float yChannel = getYPixel(v_texcoord); |
|
// As noted above, the U and V planes are smashed onto the end of |
// the image in an odd way (in our 2D texture mapping, at least), so |
// these mapping functions take care of that oddness. |
float uChannel = texture2D(textureSampler, mapU(pixelPosition)).x; |
float vChannel = texture2D(textureSampler, mapV(pixelPosition)).x; |
|
// This does the colorspace conversion from Y'UV to RGB as a matrix |
// multiply. It also does the offset of the U and V channels from |
// [0,1] to [-.5,.5] as part of the transform. |
vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); |
|
mat4 conversion = mat4(1.0, 0.0, 1.402, -0.701, |
1.0, -0.344, -0.714, 0.529, |
1.0, 1.772, 0.0, -0.886, |
0, 0, 0, 0); |
vec3 rgb = (channels * conversion).xyz; |
|
// This is another Y'UV transform that can be used, but it doesn't |
// accurately transform my source image. Your images may well fare |
// better with it, however, considering they come from a different |
// source, and because I'm not sure that my original was converted |
// to Y'UV420p with the same RGB->YUV (or YCrCb) conversion as |
// yours. |
// |
// vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); |
// float3x4 conversion = float3x4(1.0, 0.0, 1.13983, -0.569915, |
// 1.0, -0.39465, -0.58060, 0.487625, |
// 1.0, 2.03211, 0.0, -1.016055); |
// float3 rgb = mul(conversion, channels); |
|
// Note: The output cannot fully replicate the original image. This is partly |
// because WebGL has limited NPOT (non-power-of-two) texture support and also |
// due to sRGB color conversions that occur in WebGL but not in the plugin. |
gl_FragColor = vec4(rgb, 1.0); |
} |
// #o3d MatrixLoadOrder RowMajor |