GDE_gozen_CSharp/addons/gde_gozen/shaders/deinterlace_yuv420p_standard.gdshader

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shader_type canvas_item;
uniform sampler2D y_data;
uniform sampler2D u_data;
uniform sampler2D v_data;
uniform vec2 resolution;
uniform vec4 color_profile;
uniform float rotation;
uniform float interlaced = 1.0; // 0 = no, 1 = top first, 2 = bottom first
void fragment() {
vec2 uv = UV;
vec2 centered_uv = uv - vec2(0.5);
float cos_angle = cos(rotation);
float sin_angle = sin(rotation);
vec2 rotated_uv = vec2(
centered_uv.x * cos_angle - centered_uv.y * sin_angle,
centered_uv.x * sin_angle + centered_uv.y * cos_angle
);
uv = rotated_uv + vec2(0.5);
vec2 y_uv = uv * resolution / vec2(textureSize(y_data, 0));
y_uv = clamp(y_uv, vec2(0.0), vec2(1.0));
vec2 u_uv = uv * ((resolution / 2.0) / vec2(textureSize(u_data, 0)));
vec2 v_uv = uv * ((resolution / 2.0) / vec2(textureSize(v_data, 0)));
u_uv = clamp(u_uv, vec2(0.0), vec2(1.0));
v_uv = clamp(v_uv, vec2(0.0), vec2(1.0));
// Line blending deinterlacing.
float Y;
vec2 offset = vec2(0.0, 1.0 / resolution.y);
vec2 y_uv_top = clamp(y_uv - offset, vec2(0.0), vec2(1.0));
vec2 y_uv_bottom = clamp(y_uv + offset, vec2(0.0), vec2(1.0));
float Y_center = texture(y_data, y_uv).r;
float Y_top = texture(y_data, y_uv_top).r;
float Y_bottom = texture(y_data, y_uv_bottom).r;
if (interlaced == 1.0)
Y = mix(Y_top, Y_center, 0.5);
else
Y = mix(Y_center, Y_bottom, 0.5);
float U = float(texture(u_data, u_uv).r);
float V = float(texture(v_data, v_uv).r);
Y = (Y * 255. - 16.) / 219.;
U = (U * 255. - 128.) / 224.;
V = (V * 255. - 128.) / 224.;
float R = Y + color_profile.x * V;
float G = Y - color_profile.y * U - color_profile.z * V;
float B = Y + color_profile.w * U;
COLOR = vec4(R, G, B, 1.0);
}