我想使用片段着色器将RGB转换为YUV420P使用着色器。
1、计算出当前纹理颜色的坐标。
2,我计算了4Y,并把它放在当前的颜色。
我的代码:
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);
}
}图片(YUV420P):
图片
放大后图片
它有别名。我也不知道原因。
发布于 2015-10-29 03:36:17
我已经解决了。因为计算精度不够。
在这里编辑:
精度中等浮子;“->”精度高浮子;
https://stackoverflow.com/questions/33339874
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