mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-05 01:16:26 +00:00
Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
This commit is contained in:
@@ -126,73 +126,154 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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} \
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";
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#define JPEG_SHADER_CONSTANTS \
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"// YUV offset \n" \
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"const vec3 offset = vec3(0, -0.501960814, -0.501960814);\n" \
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"\n" \
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"// RGB coefficients \n" \
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"const mat3 matrix = mat3( 1, 1, 1,\n" \
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" 0, -0.3441, 1.772,\n" \
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" 1.402, -0.7141, 0);\n" \
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#define BT601_SHADER_CONSTANTS \
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"// YUV offset \n" \
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"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
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"\n" \
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"// RGB coefficients \n" \
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"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
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" 0, -0.3918, 2.0172,\n" \
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" 1.596, -0.813, 0);\n" \
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#define BT709_SHADER_CONSTANTS \
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"// YUV offset \n" \
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"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
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"\n" \
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"// RGB coefficients \n" \
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"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
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" 0, -0.2132, 2.1124,\n" \
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" 1.7927, -0.5329, 0);\n" \
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#define YUV_SHADER_PROLOGUE \
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"precision mediump float;\n" \
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"uniform sampler2D u_texture;\n" \
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"uniform sampler2D u_texture_u;\n" \
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"uniform sampler2D u_texture_v;\n" \
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"uniform vec4 u_modulation;\n" \
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"varying vec2 v_texCoord;\n" \
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"\n" \
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#define YUV_SHADER_BODY \
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"\n" \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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" lowp vec3 rgb;\n" \
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"\n" \
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" // Get the YUV values \n" \
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" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
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" yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \
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" yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \
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"\n" \
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" // Do the color transform \n" \
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" yuv += offset;\n" \
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" rgb = matrix * yuv;\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= u_modulation;\n" \
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"}" \
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#define NV12_SHADER_BODY \
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"\n" \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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" lowp vec3 rgb;\n" \
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"\n" \
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" // Get the YUV values \n" \
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" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
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" yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \
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"\n" \
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" // Do the color transform \n" \
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" yuv += offset;\n" \
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" rgb = matrix * yuv;\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= u_modulation;\n" \
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"}" \
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#define NV21_SHADER_BODY \
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"\n" \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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" lowp vec3 rgb;\n" \
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"\n" \
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" // Get the YUV values \n" \
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" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
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" yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \
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"\n" \
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" // Do the color transform \n" \
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" yuv += offset;\n" \
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" rgb = matrix * yuv;\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= u_modulation;\n" \
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"}" \
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/* YUV to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureYUVSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform sampler2D u_texture_u; \
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uniform sampler2D u_texture_v; \
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uniform vec4 u_modulation; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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mediump vec3 yuv; \
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lowp vec3 rgb; \
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yuv.x = texture2D(u_texture, v_texCoord).r; \
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yuv.y = texture2D(u_texture_u, v_texCoord).r - 0.5; \
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yuv.z = texture2D(u_texture_v, v_texCoord).r - 0.5; \
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rgb = mat3( 1, 1, 1, \
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0, -0.39465, 2.03211, \
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1.13983, -0.58060, 0) * yuv; \
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gl_FragColor = vec4(rgb, 1); \
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gl_FragColor *= u_modulation; \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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YUV_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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YUV_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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YUV_SHADER_BODY \
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;
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/* NV12 to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureNV12Src_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform sampler2D u_texture_u; \
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uniform vec4 u_modulation; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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mediump vec3 yuv; \
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lowp vec3 rgb; \
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yuv.x = texture2D(u_texture, v_texCoord).r; \
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yuv.yz = texture2D(u_texture_u, v_texCoord).ra - 0.5; \
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rgb = mat3( 1, 1, 1, \
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0, -0.39465, 2.03211, \
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1.13983, -0.58060, 0) * yuv; \
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gl_FragColor = vec4(rgb, 1); \
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gl_FragColor *= u_modulation; \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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/* NV21 to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureNV21Src_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform sampler2D u_texture_u; \
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uniform vec4 u_modulation; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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mediump vec3 yuv; \
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lowp vec3 rgb; \
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yuv.x = texture2D(u_texture, v_texCoord).r; \
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yuv.yz = texture2D(u_texture_u, v_texCoord).ar - 0.5; \
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rgb = mat3( 1, 1, 1, \
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0, -0.39465, 2.03211, \
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1.13983, -0.58060, 0) * yuv; \
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gl_FragColor = vec4(rgb, 1); \
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gl_FragColor *= u_modulation; \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
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GL_VERTEX_SHADER,
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@@ -236,25 +317,67 @@ static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
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GLES2_FragmentSrc_TextureBGRSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVSrc = {
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureYUVSrc_),
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GLES2_FragmentSrc_TextureYUVSrc_
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sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
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GLES2_FragmentSrc_TextureYUVJPEGSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12Src = {
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV12Src_),
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GLES2_FragmentSrc_TextureNV12Src_
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sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
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GLES2_FragmentSrc_TextureYUVBT601Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21Src = {
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV21Src_),
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GLES2_FragmentSrc_TextureNV21Src_
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sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
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GLES2_FragmentSrc_TextureYUVBT709Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
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GLES2_FragmentSrc_TextureNV12JPEGSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
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GLES2_FragmentSrc_TextureNV12BT601Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
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GLES2_FragmentSrc_TextureNV21BT709Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
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GLES2_FragmentSrc_TextureNV21JPEGSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
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GLES2_FragmentSrc_TextureNV21BT601Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
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GLES2_FragmentSrc_TextureNV12BT709Src_
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};
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@@ -304,24 +427,66 @@ static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = {
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureYUVSrc = {
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static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureYUVSrc
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&GLES2_FragmentSrc_TextureYUVJPEGSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureNV12Src = {
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static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = {
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1,
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{
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&GLES2_FragmentSrc_TextureNV12Src
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&GLES2_FragmentSrc_TextureYUVBT601Src
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureNV21Src = {
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static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = {
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1,
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{
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&GLES2_FragmentSrc_TextureNV21Src
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&GLES2_FragmentSrc_TextureYUVBT709Src
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureNV12JPEGSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = {
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1,
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{
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&GLES2_FragmentSrc_TextureNV12BT601Src
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = {
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1,
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{
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&GLES2_FragmentSrc_TextureNV12BT709Src
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureNV21JPEGSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = {
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1,
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{
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&GLES2_FragmentSrc_TextureNV21BT601Src
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}
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};
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static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = {
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1,
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{
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&GLES2_FragmentSrc_TextureNV21BT709Src
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}
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};
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@@ -345,12 +510,24 @@ const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type)
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return &GLES2_FragmentShader_TextureRGBSrc;
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case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
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return &GLES2_FragmentShader_TextureBGRSrc;
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case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC:
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return &GLES2_FragmentShader_TextureYUVSrc;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC:
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return &GLES2_FragmentShader_TextureNV12Src;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC:
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return &GLES2_FragmentShader_TextureNV21Src;
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case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
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return &GLES2_FragmentShader_TextureYUVJPEGSrc;
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case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
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return &GLES2_FragmentShader_TextureYUVBT601Src;
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case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
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return &GLES2_FragmentShader_TextureYUVBT709Src;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
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return &GLES2_FragmentShader_TextureNV12JPEGSrc;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
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return &GLES2_FragmentShader_TextureNV12BT601Src;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
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return &GLES2_FragmentShader_TextureNV12BT709Src;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
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return &GLES2_FragmentShader_TextureNV21JPEGSrc;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
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return &GLES2_FragmentShader_TextureNV21BT601Src;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
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return &GLES2_FragmentShader_TextureNV21BT709Src;
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default:
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return NULL;
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}
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