diff options
Diffstat (limited to 'Source/WebCore/platform/graphics/chromium/ShaderChromium.cpp')
-rw-r--r-- | Source/WebCore/platform/graphics/chromium/ShaderChromium.cpp | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/Source/WebCore/platform/graphics/chromium/ShaderChromium.cpp b/Source/WebCore/platform/graphics/chromium/ShaderChromium.cpp index 49b3462..b7f447b 100644 --- a/Source/WebCore/platform/graphics/chromium/ShaderChromium.cpp +++ b/Source/WebCore/platform/graphics/chromium/ShaderChromium.cpp @@ -248,7 +248,7 @@ FragmentShaderYUVVideo::FragmentShaderYUVVideo() , m_vTextureLocation(-1) , m_alphaLocation(-1) , m_ccMatrixLocation(-1) - , m_signAdjLocation(-1) + , m_yuvAdjLocation(-1) { } @@ -259,10 +259,10 @@ bool FragmentShaderYUVVideo::init(GraphicsContext3D* context, unsigned program) m_vTextureLocation = context->getUniformLocation(program, "v_texture"); m_alphaLocation = context->getUniformLocation(program, "alpha"); m_ccMatrixLocation = context->getUniformLocation(program, "cc_matrix"); - m_signAdjLocation = context->getUniformLocation(program, "adj"); + m_yuvAdjLocation = context->getUniformLocation(program, "yuv_adj"); return m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1 - && m_alphaLocation != -1 && m_ccMatrixLocation != -1 && m_signAdjLocation != -1; + && m_alphaLocation != -1 && m_ccMatrixLocation != -1 && m_yuvAdjLocation != -1; } String FragmentShaderYUVVideo::getShaderString() const @@ -276,14 +276,15 @@ String FragmentShaderYUVVideo::getShaderString() const uniform sampler2D u_texture; uniform sampler2D v_texture; uniform float alpha; - uniform float adj; + uniform vec3 yuv_adj; uniform mat3 cc_matrix; void main() { - float y = texture2D(y_texture, y_texCoord).x; - float u = texture2D(u_texture, uv_texCoord).x - adj; - float v = texture2D(v_texture, uv_texCoord).x - adj; - vec3 rgb = cc_matrix * vec3(y, u, v); + float y_raw = texture2D(y_texture, y_texCoord).x; + float u_unsigned = texture2D(u_texture, uv_texCoord).x; + float v_unsigned = texture2D(v_texture, uv_texCoord).x; + vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; + vec3 rgb = cc_matrix * yuv; gl_FragColor = vec4(rgb, float(1)) * alpha; } ); |