Files
roblox-bot-player/video-encoder/shaders/rgb_to_yuv.wgsl

56 lines
1.3 KiB
WebGPU Shading Language

struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(1) uv: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
// hacky way to draw a large triangle
let tmp1 = i32(vertex_index) / 2;
let tmp2 = i32(vertex_index) & 1;
var result:VertexOutput;
result.position=vec4<f32>(
f32(tmp1) * 4.0 - 1.0,
f32(tmp2) * 4.0 - 1.0,
1.0,
1.0
);
result.uv=vec2<f32>(
f32(tmp1) * 2.0,
1.0 - f32(tmp2) * 2.0
);
return result;
}
@group(0)
@binding(0)
var texture: texture_2d<f32>;
@group(0)
@binding(1)
var texture_sampler: sampler;
const RGB_TO_Y:vec3<f32> =
vec3(0.2126,0.7152,0.0722);
const RGB_TO_UV:mat3x2<f32> = mat3x2<f32>(
-0.09991,0.615,
-0.33609,-0.55861,
0.436,-0.05639
);
const BIAS:vec2<f32> = vec2<f32>(0.5, 0.5);
@fragment
fn fs_main_y(input: VertexOutput) -> @location(0) f32 {
let color = textureSample(texture, texture_sampler, input.uv).rgb;
let y = dot(RGB_TO_Y,color);
let y_limited = mix(16.0/255.0,240.0/255.0,y);
return clamp(y_limited, 0.0, 1.0);
}
@fragment
fn fs_main_uv(input: VertexOutput) -> @location(0) vec2<f32> {
let color = textureSample(texture, texture_sampler, input.uv).rgb;
let uv = RGB_TO_UV * color + BIAS;
let uv_limited = mix(vec2(16.0/255.0),vec2(240.0/255.0),uv);
return clamp(uv_limited, vec2(0.0, 0.0), vec2(1.0, 1.0));
}