Created
May 18, 2016 05:58
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YUV to RGBA GL Shader
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uniform sampler2D texY; // Y | |
uniform sampler2D texU; // U | |
uniform sampler2D texV; // V | |
varying vec2 vary_tex_cord; | |
vec3 yuv2rgb(in vec3 yuv) | |
{ | |
// YUV offset | |
// const vec3 offset = vec3(-0.0625, -0.5, -0.5); | |
const vec3 offset = vec3(-0.0625, -0.5, -0.5); | |
// RGB coefficients | |
const vec3 Rcoeff = vec3( 1.164, 0.000, 1.596); | |
const vec3 Gcoeff = vec3( 1.164, -0.391, -0.813); | |
const vec3 Bcoeff = vec3( 1.164, 2.018, 0.000); | |
vec3 rgb; | |
yuv = clamp(yuv, 0.0, 1.0); | |
yuv += offset; | |
rgb.r = dot(yuv, Rcoeff); | |
rgb.g = dot(yuv, Gcoeff); | |
rgb.b = dot(yuv, Bcoeff); | |
return rgb; | |
} | |
vec3 get_yuv_from_texture(in vec2 tcoord) | |
{ | |
vec3 yuv; | |
yuv.x = texture(texY, tcoord).r; | |
// Get the U and V values | |
yuv.y = texture(texU, tcoord).r; | |
yuv.z = texture(texV, tcoord).r; | |
return yuv; | |
} | |
vec4 mytexture2D(in vec2 tcoord) | |
{ | |
vec3 rgb, yuv; | |
yuv = get_yuv_from_texture(tcoord); | |
// Do the color transform | |
rgb = yuv2rgb(yuv); | |
return vec4(rgb, 1.0); | |
} | |
out vec4 out_color; | |
void main() | |
{ | |
// That was easy. :) | |
out_color = mytexture2D(vary_tex_cord); | |
} |
precision lowp float;
uniform sampler2D samplerY;
uniform sampler2D samplerU;
uniform sampler2D samplerV;
varying vec2 v_texCoord;
void main() {
float r, g, b, y, u, v, fYmul;
vec3 rgb, yuv;
yuv.x = texture2D(samplerY, v_texCoord).r;
yuv.y = texture2D(samplerU, v_texCoord).r;
yuv.z = texture2D(samplerV, v_texCoord).r;
const vec3 offset = vec3(-0.0625, -0.5, -0.5);
// RGB coefficients
const vec3 Rcoeff = vec3( 1.164, 0.000, 1.596);
const vec3 Gcoeff = vec3( 1.164, -0.391, -0.813);
const vec3 Bcoeff = vec3( 1.164, 2.018, 0.000);
yuv = clamp(yuv, 0.0, 1.0);
yuv += offset;
rgb.r = dot(yuv, Rcoeff);
rgb.g = dot(yuv, Gcoeff);
rgb.b = dot(yuv, Bcoeff);
gl_FragColor = vec4(rgb, 1.0);
}
@AhmedX6 I need to do the same. How did you convert from 4:2:2 to per pixel yuv values?
const char gFragmentNV12ToRGB[] =
"#version 320 es\n"
"precision highp float;\n"
"in vec2 TexCoords;\n"
"out vec4 color;\n"
"uniform sampler2D text;\n"
"layout(binding = 0) uniform sampler2D textureY;\n"
"layout(binding = 1) uniform sampler2D textureUV;\n"
"void main() {\n"
" float r, g, b, y, u, v;\n"
" y = texture(textureY, TexCoords).r;\n"
" u = texture(textureUV, TexCoords).r - 0.5;\n"
" v = texture(textureUV, TexCoords).a - 0.5;\n"
" r = y + 1.13983 * v;\n"
" g = y - 0.39465 * u - 0.58060 * v;\n"
" b = y + 2.03211 * u;\n"
" color = vec4(r, g, b, 1.0);\n"
"}\n";
I used this one
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Hello,
Thanks for sharing this.
That could help me for my project. I'm receiving a YUV 4.2.2 buffer and I would like to display it on a RGB texture OpenGL. It would be better to decode it Hardware by GPU with this shader.
Please could you help me using this shader ? Is this a Fragment Shader ? Do you have a sample code how to use it ?
Thanks a lot