yuv2rgb-glsl.shader

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// 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
posted @ 2013-06-15 15:39  Tristan Sun  阅读(1346)  评论(0编辑  收藏  举报