我想使用片段着色器使用着色器将RGB转换为YUV420P。
1,我想出了当前纹理颜色的坐标。
2,我计算了4 Y并将其置于当前颜色。
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):
它有别名。 我不知道为什么。
答案 0 :(得分:1)
我已经解决了。 因为计算精度不够。
在这里编辑:
&#34;精准中介浮动;&#34; - &GT; &#34;精度highp float;&#34;