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PayloadAPP/Src/VideoGL/fragment.fsh

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#version 330 core
in vec2 TexCord; // 纹理坐标
uniform int format = -1; // 像素格式
uniform sampler2D tex_y;
uniform sampler2D tex_u;
uniform sampler2D tex_v;
uniform sampler2D tex_uv;
void main()
{
vec3 yuv;
vec3 rgb;
if(format == 0) // YUV420P转RGB
{
yuv.x = texture2D(tex_y, TexCord).r;
yuv.y = texture2D(tex_u, TexCord).r-0.5;
yuv.z = texture2D(tex_v, TexCord).r-0.5;
}
else if(format == 23) // NV12转RGB
{
yuv.x = texture2D(tex_y, TexCord.st).r;
yuv.y = texture2D(tex_uv, TexCord.st).r - 0.5;
yuv.z = texture2D(tex_uv, TexCord.st).g - 0.5;
}
else if(format == 12){ //YUVJ420P (Full Range YUV) 转RGB
yuv.x = (texture2D(tex_y, TexCord).r * 255.0 - 16.0) / 219.0;
yuv.y = (texture2D(tex_u, TexCord).r * 255.0 - 128.0) / 224.0;
yuv.z = (texture2D(tex_v, TexCord).r * 255.0 - 128.0) / 224.0;
}
else
{
}
rgb = mat3(1.0, 1.0, 1.0,
0.0, -0.39465, 2.03211,
1.13983, -0.58060, 0.0) * yuv;
// gl_FragColor = vec4(rgb, 1.0);
// Clamp RGB 范围到 [0, 1],以避免溢出
gl_FragColor = vec4(clamp(rgb, 0.0, 1.0), 1.0);
}