#version 450 layout(push_constant) uniform Push { vec4 SourceSize; float trY; float trU; float trV; } registers; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; /* * Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com ) * * Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net ) * * Copyright (C) 2014 Jules Blok ( jules@aerix.nl ) * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This program 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #pragma parameter trY "Y Threshold" 48.0 0.0 255.0 1.0 #pragma parameter trU "U Threshold" 7.0 0.0 255.0 1.0 #pragma parameter trV "V Threshold" 6.0 0.0 255.0 1.0 vec3 yuv_threshold = vec3(registers.trY/255.0, registers.trU/255.0, registers.trV/255.0); const mat3 yuv = mat3(0.299, -0.169, 0.5, 0.587, -0.331, -0.419, 0.114, 0.5, -0.081); const vec3 yuv_offset = vec3(0.0, 0.5, 0.5); bool diff(vec3 yuv1, vec3 yuv2) { bvec3 res = greaterThan(abs((yuv1 + yuv_offset) - (yuv2 + yuv_offset)) , yuv_threshold); return res.x || res.y || res.z; } #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec4 t1; layout(location = 2) out vec4 t2; layout(location = 3) out vec4 t3; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; float dx = registers.SourceSize.z; float dy = registers.SourceSize.w; // +----+----+----+ // | | | | // | w1 | w2 | w3 | // +----+----+----+ // | | | | // | w4 | w5 | w6 | // +----+----+----+ // | | | | // | w7 | w8 | w9 | // +----+----+----+ t1 = vTexCoord.xxxy + vec4(-dx, 0, dx, -dy); // w1 | w2 | w3; t2 = vTexCoord.xxxy + vec4(-dx, 0, dx, 0); // w4 | w5 | w6; t3 = vTexCoord.xxxy + vec4(-dx, 0, dx, dy); // w7 | w8 | w9; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 t1; layout(location = 2) in vec4 t2; layout(location = 3) in vec4 t3; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 w1 = yuv * texture(Source, t1.xw).rgb; vec3 w2 = yuv * texture(Source, t1.yw).rgb; vec3 w3 = yuv * texture(Source, t1.zw).rgb; vec3 w4 = yuv * texture(Source, t2.xw).rgb; vec3 w5 = yuv * texture(Source, t2.yw).rgb; vec3 w6 = yuv * texture(Source, t2.zw).rgb; vec3 w7 = yuv * texture(Source, t3.xw).rgb; vec3 w8 = yuv * texture(Source, t3.yw).rgb; vec3 w9 = yuv * texture(Source, t3.zw).rgb; vec3 pattern_1 = vec3(diff(w5, w1), diff(w5, w2), diff(w5, w3)); vec3 pattern_2 = vec3(diff(w5, w4), false, diff(w5, w6)); vec3 pattern_3 = vec3(diff(w5, w7), diff(w5, w8), diff(w5, w9)); vec4 cross = vec4(diff(w4, w2), diff(w2, w6), diff(w8, w4), diff(w6, w8)); vec2 index; index.x = dot(pattern_1, vec3(1, 2, 4)) + dot(pattern_2, vec3(8, 0, 16)) + dot(pattern_3, vec3(32, 64, 128)); index.y = dot(cross, vec4(1, 2, 4, 8)); FragColor = vec4(index / vec2(255.0, 15.0), 0.0, 1.0); }