diff options
author | Massimo Callegari <massimocallegari@yahoo.it> | 2018-08-24 23:41:13 +0200 |
---|---|---|
committer | Massimo Callegari <massimocallegari@yahoo.it> | 2018-09-03 12:26:39 +0000 |
commit | f844a2acbb7ecc4d7b1776d1d6eeb8feab7044f1 (patch) | |
tree | b6081a7e762789765750703d273f930ccbf0de42 /src/qtmultimediaquicktools/shaders/triplanaryuvvideo_core.frag | |
parent | c1ca9510af3c3c4134b717f1863651783e338a9e (diff) |
Add OpenGL core profile support to QtMultimediaQuickTools
When requesting a OGL Core profile via QSurfaceFormat::setDefaultFormat (e.g. to use Qt3D advanced features),
it is no longer possible to render QML Video items. This is because the requested shaders should be _core versions.
This patch adds the core shaders so QtMultimedia stops whining, and bind textures with the proper
format, since GL_LUMINANCE and GL_LUMINANCE_ALPHA are no longer valid in OGL 4.
Task-number: QTBUG-51064
Change-Id: I909e01e7dc7be07549e9ecf0a6425b309af38ea1
Reviewed-by: VaL Doroshchuk <valentyn.doroshchuk@qt.io>
Reviewed-by: Christian Stromme <christian.stromme@qt.io>
Diffstat (limited to 'src/qtmultimediaquicktools/shaders/triplanaryuvvideo_core.frag')
-rw-r--r-- | src/qtmultimediaquicktools/shaders/triplanaryuvvideo_core.frag | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/src/qtmultimediaquicktools/shaders/triplanaryuvvideo_core.frag b/src/qtmultimediaquicktools/shaders/triplanaryuvvideo_core.frag new file mode 100644 index 000000000..ad81083f5 --- /dev/null +++ b/src/qtmultimediaquicktools/shaders/triplanaryuvvideo_core.frag @@ -0,0 +1,19 @@ +#version 150 core +uniform sampler2D plane1Texture; +uniform sampler2D plane2Texture; +uniform sampler2D plane3Texture; +uniform mat4 colorMatrix; +uniform float opacity; +in vec2 plane1TexCoord; +in vec2 plane2TexCoord; +in vec2 plane3TexCoord; +out vec4 fragColor; + +void main() +{ + float Y = texture(plane1Texture, plane1TexCoord).r; + float U = texture(plane2Texture, plane2TexCoord).r; + float V = texture(plane3Texture, plane3TexCoord).r; + vec4 color = vec4(Y, U, V, 1.); + fragColor = colorMatrix * color * opacity; +} |