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This, at least, is an attempt to decode chrominance, as yet unfiltered, and not commuted to RGB (and possibly packed incorrectly).
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@ -506,7 +506,7 @@ char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
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"in vec2 inputPositionsVarying[11];"
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"in vec2 inputPositionsVarying[11];"
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"uniform vec4 weights[3];"
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"uniform vec4 weights[3];"
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"out vec4 fragColour;"
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"out vec3 fragColour;"
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"uniform sampler2D texID;"
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"uniform sampler2D texID;"
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@ -532,13 +532,15 @@ char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
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"0.0"
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"0.0"
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")"
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")"
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");"
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");"
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"fragColour = vec4("
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"vec2 quadrature = vec2(sin(phaseVarying), cos(phaseVarying)) * 0.5;"
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"float luminance = "
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"dot(vec3("
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"dot(vec3("
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"dot(samples[0], weights[0]),"
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"dot(samples[0], weights[0]),"
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"dot(samples[1], weights[1]),"
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"dot(samples[1], weights[1]),"
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"dot(samples[2], weights[2])"
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"dot(samples[2], weights[2])"
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"), vec3(1.0)));"
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"), vec3(1.0));"
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// "fragColour = vec4(dot(samples[0], weights[0]));"
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"float chrominance = (samples[1].y - luminance) / amplitudeVarying;"
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"fragColour = vec3(luminance, vec2(0.5) + chrominance * quadrature );"
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"}");
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"}");
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}
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}
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