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Sunshine/src_assets/linux/assets/shaders/vulkan/rgb2yuv.comp
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2026-03-30 22:17:00 -04:00

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#version 450
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 0, binding = 0) uniform sampler2D rgb_in;
layout(set = 0, binding = 1) uniform writeonly image2D y_out;
layout(set = 0, binding = 2) uniform writeonly image2D uv_out;
layout(set = 0, binding = 3) uniform sampler2D cursor_in;
layout(push_constant) uniform PushConstants {
vec4 color_vec_y;
vec4 color_vec_u;
vec4 color_vec_v;
vec2 range_y;
vec2 range_uv;
ivec2 src_offset;
ivec2 src_size;
ivec2 dst_size;
ivec2 cursor_pos;
ivec2 cursor_size; // w=0 means no cursor
int y_invert;
} pc;
vec3 blend_cursor(vec3 rgb, ivec2 pos) {
ivec2 cp = pos - pc.cursor_pos;
if (cp.x >= 0 && cp.y >= 0 && cp.x < pc.cursor_size.x && cp.y < pc.cursor_size.y) {
vec4 c = texture(cursor_in, (vec2(cp) + 0.5) / vec2(pc.cursor_size));
rgb = mix(rgb, c.bgr, c.a);
}
return rgb;
}
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (pos.x >= pc.dst_size.x || pos.y >= pc.dst_size.y)
return;
vec2 inv_tex = 1.0 / vec2(textureSize(rgb_in, 0));
vec2 scale = vec2(pc.src_size) / vec2(pc.dst_size);
vec2 uv = (vec2(pc.src_offset) + (vec2(pos) + 0.5) * scale) * inv_tex;
if (pc.y_invert != 0)
uv.y = 1.0 - uv.y;
vec3 rgb = texture(rgb_in, uv).rgb;
if (pc.cursor_size.x > 0)
rgb = blend_cursor(rgb, pos);
// Y plane
float y = dot(pc.color_vec_y.xyz, rgb) + pc.color_vec_y.w;
imageStore(y_out, pos, vec4(y * pc.range_y.x + pc.range_y.y, 0, 0, 0));
// UV plane (half resolution, one thread per 2x2 block)
if ((pos.x & 1) == 0 && (pos.y & 1) == 0) {
vec2 step = scale * inv_tex;
if (pc.y_invert != 0)
step.y = -step.y;
vec3 rgb_r = texture(rgb_in, uv + vec2(step.x, 0)).rgb;
vec3 rgb_b = texture(rgb_in, uv + vec2(0, step.y)).rgb;
vec3 rgb_br = texture(rgb_in, uv + vec2(step.x, step.y)).rgb;
if (pc.cursor_size.x > 0) {
rgb_r = blend_cursor(rgb_r, pos + ivec2(1, 0));
rgb_b = blend_cursor(rgb_b, pos + ivec2(0, 1));
rgb_br = blend_cursor(rgb_br, pos + ivec2(1, 1));
}
vec3 avg = (rgb + rgb_r + rgb_b + rgb_br) * 0.25;
float cb = dot(pc.color_vec_u.xyz, avg) + pc.color_vec_u.w;
float cr = dot(pc.color_vec_v.xyz, avg) + pc.color_vec_v.w;
imageStore(uv_out, pos >> 1, vec4(cb * pc.range_uv.x + pc.range_uv.y,
cr * pc.range_uv.x + pc.range_uv.y, 0, 0));
}
}