LookingGlass/client/renderers/EGL/shader/convert_bgr_bgra.frag

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#version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float;
in vec2 fragCoord;
out vec4 fragColor;
uniform sampler2D sampler1;
uniform vec2 outputSize;
void main()
{
uvec2 inputSize = uvec2(textureSize(sampler1, 0));
uvec2 pos = uvec2(fragCoord * outputSize);
uint outputWidth = uint(outputSize.x);
uint output_idx = pos.y * outputWidth + pos.x;
uint fst = output_idx * 3u / 4u;
vec4 color_0 = texelFetch(sampler1, ivec2(fst % inputSize.x, fst / inputSize.x), 0);
uint snd = (output_idx * 3u + 1u) / 4u;
vec4 color_1 = texelFetch(sampler1, ivec2(snd % inputSize.x, snd / inputSize.x), 0);
uint trd = (output_idx * 3u + 2u) / 4u;
vec4 color_2 = texelFetch(sampler1, ivec2(trd % inputSize.x, trd / inputSize.x), 0);
fragColor.bgra = vec4(
color_0.barg[output_idx % 4u],
color_1.gbar[output_idx % 4u],
color_2.rgba[output_idx % 4u],
1.0
);
}