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format shader code
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0d84087000
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@ -82,8 +82,8 @@ void VideoSurface::initializeGL()
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"attribute vec4 vertices;"
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"varying vec2 coords;"
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"void main() {"
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" gl_Position = vec4(vertices.xy,0.0,1.0);"
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" coords = vertices.xy*vec2(0.5,0.5)+vec2(0.5,0.5);"
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" gl_Position = vec4(vertices.xy, 0.0, 1.0);"
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" coords = vertices.xy*vec2(0.5, 0.5) + vec2(0.5, 0.5);"
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"}");
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// brg frag-shader
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@ -92,7 +92,7 @@ void VideoSurface::initializeGL()
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"varying vec2 coords;"
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"void main() {"
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" vec4 color = texture2D(texture0,coords*vec2(1.0, -1.0));"
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" gl_FragColor = vec4(color.b, color.g, color.r, 1);"
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" gl_FragColor = vec4(color.bgr, 1.0);"
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"}");
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bgrProgramm->bindAttributeLocation("vertices", 0);
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@ -104,8 +104,8 @@ void VideoSurface::initializeGL()
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"attribute vec4 vertices;"
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"varying vec2 coords;"
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"void main() {"
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" gl_Position = vec4(vertices.xy,0.0,1.0);"
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" coords = vertices.xy*vec2(0.5,0.5)+vec2(0.5,0.5);"
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" gl_Position = vec4(vertices.xy, 0.0, 1.0);"
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" coords = vertices.xy*vec2(0.5, 0.5) + vec2(0.5, 0.5);"
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"}");
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// yuv frag-shader
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@ -113,9 +113,9 @@ void VideoSurface::initializeGL()
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"uniform sampler2D texture0;"
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"varying vec2 coords;"
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"void main() {"
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" vec3 yuv = texture2D(texture0,coords*vec2(1.0, -1.0)).rgb - vec3(0,0.5,0.5);"
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" vec3 rgb = mat3(1,1,1,0,-0.21482,2.12798,1.28033,-0.38059,0) * yuv;"
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" gl_FragColor = vec4(rgb,1);"
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" vec3 yuv = texture2D(texture0,coords*vec2(1.0, -1.0)).rgb - vec3(0.0, 0.5, 0.5);"
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" vec3 rgb = mat3(1.0, 1.0, 1.0, 0.0, -0.21482, 2.12798, 1.28033, -0.38059, 0.0)*yuv;"
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" gl_FragColor = vec4(rgb, 1.0);"
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"}");
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yuvProgramm->bindAttributeLocation("vertices", 0);
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