Reputation: 29
I want to use fragment shader to convert RGB to YUV420P using shader.
1,I figured out the coordinates of the current texture color.
2,I calculated the 4 Y and put it on the current color.
My code:
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D tex;
uniform float width;
uniform float height;
uniform float offset;
uniform vec3 scal;
void main(void) {
vec2 nowTxtPos = vTextureCoord;
vec2 size = vec2(width, height);
// y
if(nowTxtPos.y<0.25){
// y1 postion
vec2 now_pos = nowTxtPos * size;
vec2 basePos = now_pos * vec2(4.0,4.0);
float addY = float(int(basePos.x / width));
basePos.x = basePos.x - addY * width;
basePos.y += addY;
float y1,y2,y3,y4;
vec2 samplingPos = basePos / size;
vec4 texel = texture2D(tex, samplingPos);
y1 = dot(texel.rgb, scal);
y1 += offset;
basePos.x+=1.0;
samplingPos = basePos/size;
texel = texture2D(tex, samplingPos);
y2 = dot(texel.rgb, scal);
y2 += offset;
basePos.x+=1.0;
samplingPos = basePos/size;
texel = texture2D(tex, samplingPos);
y3 = dot(texel.rgb, scal);
y3 += offset;
basePos.x+=1.0;
samplingPos = basePos/size;
texel = texture2D(tex, samplingPos);
y4 = dot(texel.rgb, scal);
y4 += offset;
gl_FragColor = vec4(y1, y2, y3, y4);
}
}
The picture(YUV420P):
It has aliasing. I don't know why.
Upvotes: 1
Views: 2709
Reputation: 29
I have solved it. Because the calculation accuracy is not enough.
Edit here:
"precision mediump float;" -> "precision highp float;"
Upvotes: 1