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authorwm4 <wm4@nowhere>2013-03-28 21:02:41 +0100
committerwm4 <wm4@nowhere>2013-03-28 21:46:17 +0100
commit120d6bf57cbed1be4d909b0633908fc32fed7013 (patch)
treed3c01290b46b1342dc282c4c016ddfbe68119b4a /video/out/gl_video_shaders.glsl
parent1df2edda3a1ae400a09244f3d7e6c7d69e3a43ac (diff)
downloadmpv-120d6bf57cbed1be4d909b0633908fc32fed7013.tar.bz2
mpv-120d6bf57cbed1be4d909b0633908fc32fed7013.tar.xz
gl_video: add support for NV12
There's really no reason for this, but it feels nice being able to support a weird pixel format.
Diffstat (limited to 'video/out/gl_video_shaders.glsl')
-rw-r--r--video/out/gl_video_shaders.glsl8
1 files changed, 7 insertions, 1 deletions
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl
index 5275c1fb22..4e2ccdde37 100644
--- a/video/out/gl_video_shaders.glsl
+++ b/video/out/gl_video_shaders.glsl
@@ -131,6 +131,9 @@ uniform vec2 dither_size;
in vec2 texcoord;
DECLARE_FRAGPARMS
+#define CONV_NV12 1
+#define CONV_PLANAR 2
+
vec4 sample_bilinear(sampler2D tex, vec2 texsize, vec2 texcoord) {
return texture(tex, texcoord);
}
@@ -316,10 +319,13 @@ vec4 sample_sharpen5(sampler2D tex, vec2 texsize, vec2 texcoord) {
}
void main() {
-#ifdef USE_PLANAR
+#if USE_CONV == CONV_PLANAR
vec3 color = vec3(SAMPLE_L(textures[0], textures_size[0], texcoord).r,
SAMPLE_C(textures[1], textures_size[1], texcoord).r,
SAMPLE_C(textures[2], textures_size[2], texcoord).r);
+#elif USE_CONV == CONV_NV12
+ vec3 color = vec3(SAMPLE_L(textures[0], textures_size[0], texcoord).r,
+ SAMPLE_C(textures[1], textures_size[1], texcoord).rg);
#else
vec3 color = SAMPLE_L(textures[0], textures_size[0], texcoord).rgb;
#endif