LCOV - code coverage report
Current view: top level - eq/compressor - yuv420unpack_glsl.h (source / functions) Hit Total Coverage
Test: Equalizer Lines: 1 1 100.0 %
Date: 2017-12-16 05:07:20 Functions: 0 0 -

          Line data    Source code
       1             : // Generated file - Edit yuv420unpack.glsl!
       2             : #include <string>
       3           6 : static const std::string yuv420unpack_glsl =
       4             :     "/* Copyright (c) 2009       Maxim Makhinya\n  *\n  * This library is free "
       5             :     "software; you can redistribute it and/or modify it under\n  * the terms "
       6             :     "of the GNU Lesser General Public License as published by the Free\n  * "
       7             :     "Software Foundation; either version 2.1 of the License, or (at your "
       8             :     "option)\n  * any later version.\n  *  \n  * This library is distributed "
       9             :     "in the hope that it will be useful, but WITHOUT\n  * ANY WARRANTY; "
      10             :     "without even the implied warranty of MERCHANTABILITY or FITNESS\n  * FOR "
      11             :     "A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for "
      12             :     "more\n  * details.\n  * \n  * You should have received a copy of the GNU "
      13             :     "Lesser General Public License\n  * along with this library; if not, write "
      14             :     "to the Free Software Foundation, Inc.,\n  * 51 Franklin Street, Fifth "
      15             :     "Floor, Boston, MA 02110-1301 USA.\n  */\n \n uniform sampler2DRect "
      16             :     "color;\n \n \n uniform float shiftX;\n uniform float shiftY;\n \n void "
      17             :     "main(void)\n {\n     vec2 pos = gl_FragCoord.xy - vec2( 0.5 + shiftX, 0.5 "
      18             :     "+ shiftY );\n \n     vec2 posAbs = vec2( floor( pos.x * 0.5 ), pos.y );\n "
      19             :     "\n     float odd = fract( pos.y*0.5 );\n     float hor;\n     if( odd < "
      20             :     "0.5 )\n         hor =  1.0;\n     else\n         hor = -1.0;\n \n     "
      21             :     "vec4 p1 = texture2DRect( color, posAbs );\n     vec4 p2 = texture2DRect( "
      22             :     "color, posAbs + vec2( 0.0, hor ));\n \n     float u;\n     float v;\n     "
      23             :     "if( odd < 0.5 )\n     {\n         u = p1.b - 0.5;\n         v = p2.b - "
      24             :     "0.5;\n     }else\n     {\n         u = p2.b - 0.5;\n         v = p1.b - "
      25             :     "0.5;\n     }\n \n     //u = 0.0; v = 0.0;\n \n     float y;\n     if( "
      26             :     "fract( pos.x*0.5 ) < 0.5 )\n         y = p1.x;\n     else\n         y = "
      27             :     "p1.y;\n \n     gl_FragColor.r = y              + 1.4031 * v;\n     "
      28             :     "gl_FragColor.g = y - 0.3945 * u - 0.7146 * v;\n     gl_FragColor.b = y + "
      29             :     "2.032  * u;\n     gl_FragColor.a = p1.a;\n }\n \n ";

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