cconvUYVY.c revision 6035a3d1ce01a78c316578f23393c0b7edca0548
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync/* texture internalFormat: 4
1c94c0a63ba68be1a7b2c640e70d7a06464e4fcavboxsync * size: width/2 X height
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync * data format: GL_BGRA_EXT
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync * for even -> Y = G
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync * for odd -> Y = A
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync/* UYVY-rgb888 conversion shader */
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync/* this is also Y422 and UYNV */
1c94c0a63ba68be1a7b2c640e70d7a06464e4fcavboxsync float x = srcCoord.x;
1c94c0a63ba68be1a7b2c640e70d7a06464e4fcavboxsync vec4 srcClr = texture2DRect(uSrcTex, vec2(x, srcCoord.y));
1c94c0a63ba68be1a7b2c640e70d7a06464e4fcavboxsync float u = srcClr.b;
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync float v = srcClr.r;
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync int pix = int(x);
c4c106ad74e0ad745ac49a2c4182c4f42ced7248vboxsync /* convert it to AYUV (for the GL_BGRA_EXT texture this is mapped as follows:
7bff28e0cedd8656acd24b420759649184d8cf00vboxsync * V -> A */