LCOV - code coverage report
Current view: top level - eq/client/compressor - yuv420unpack_glsl.h (source / functions) Hit Total Coverage
Test: lcov2.info Lines: 1 1 100.0 %
Date: 2014-06-18 Functions: 0 0 -

          Line data    Source code
       1             : //Generated file - Edit yuv420unpack.glsl!
       2             : #include <string>
       3          12 : static const std::string yuv420unpack_glsl = "/* Copyright (c) 2009       Maxim Makhinya\n  *\n  * This library is free software; you can redistribute it and/or modify it under\n  * the terms of the GNU Lesser General Public License as published by the Free\n  * Software Foundation; either version 2.1 of the License, or (at your option)\n  * any later version.\n  *  \n  * This library is distributed in the hope that it will be useful, but WITHOUT\n  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS\n  * FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more\n  * details.\n  * \n  * You should have received a copy of the GNU Lesser General Public License\n  * along with this library; if not, write to the Free Software Foundation, Inc.,\n  * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\n  */\n \n uniform sampler2DRect color;\n \n \n uniform float shiftX;\n uniform float shiftY;\n \n void main(void)\n {\n     vec2 pos = gl_FragCoord.xy - vec2( 0.5 + shiftX, 0.5 + shiftY );\n \n     vec2 posAbs = vec2( floor( pos.x * 0.5 ), pos.y );\n \n     float odd = fract( pos.y*0.5 );\n     float hor;\n     if( odd < 0.5 )\n         hor =  1.0;\n     else\n         hor = -1.0;\n \n     vec4 p1 = texture2DRect( color, posAbs );\n     vec4 p2 = texture2DRect( color, posAbs + vec2( 0.0, hor ));\n \n     float u;\n     float v;\n     if( odd < 0.5 )\n     {\n         u = p1.b - 0.5;\n         v = p2.b - 0.5;\n     }else\n     {\n         u = p2.b - 0.5;\n         v = p1.b - 0.5;\n     }\n \n     //u = 0.0; v = 0.0;\n \n     float y;\n     if( fract( pos.x*0.5 ) < 0.5 )\n         y = p1.x;\n     else\n         y = p1.y;\n \n     gl_FragColor.r = y              + 1.4031 * v;\n     gl_FragColor.g = y - 0.3945 * u - 0.7146 * v;\n     gl_FragColor.b = y + 2.032  * u;\n     gl_FragColor.a = p1.a;\n }\n \n ";

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