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我想使用片段着色器使用着色器將RGB轉換爲YUV420P。使用着色器RGB到YUV
1,我想出了當前紋理顏色的座標。
2,我計算了4 Y並把它放在當前顏色上。
我的代碼:
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);
}
}
畫面(YUV420P):
它具有混疊。 我不知道爲什麼。