updates
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@@ -90,12 +90,17 @@ const char* kOutputPackFragmentShaderSource =
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"layout(binding = 0) uniform sampler2D uOutputRgb;\n"
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"uniform vec2 uOutputVideoResolution;\n"
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"uniform float uActiveV210Words;\n"
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"uniform int uOutputPackFormat;\n"
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"in vec2 vTexCoord;\n"
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"layout(location = 0) out vec4 fragColor;\n"
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"vec3 rgbAt(int x, int y)\n"
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"vec4 rgbaAt(int x, int y)\n"
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"{\n"
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" ivec2 size = ivec2(max(uOutputVideoResolution, vec2(1.0, 1.0)));\n"
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" return clamp(texelFetch(uOutputRgb, ivec2(clamp(x, 0, size.x - 1), clamp(y, 0, size.y - 1)), 0).rgb, vec3(0.0), vec3(1.0));\n"
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" return clamp(texelFetch(uOutputRgb, ivec2(clamp(x, 0, size.x - 1), clamp(y, 0, size.y - 1)), 0), vec4(0.0), vec4(1.0));\n"
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"}\n"
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"vec3 rgbAt(int x, int y)\n"
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"{\n"
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" return rgbaAt(x, y).rgb;\n"
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"}\n"
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"vec3 rgbToLegalYcbcr10(vec3 rgb)\n"
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"{\n"
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@@ -112,9 +117,35 @@ const char* kOutputPackFragmentShaderSource =
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"{\n"
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" return vec4(float(word & 255u), float((word >> 8) & 255u), float((word >> 16) & 255u), float((word >> 24) & 255u)) / 255.0;\n"
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"}\n"
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"vec4 bigEndianWordToBytes(uint word)\n"
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"{\n"
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" return vec4(float((word >> 24) & 255u), float((word >> 16) & 255u), float((word >> 8) & 255u), float(word & 255u)) / 255.0;\n"
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"}\n"
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"vec4 packAy10Word(ivec2 outCoord)\n"
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"{\n"
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" ivec2 size = ivec2(max(uOutputVideoResolution, vec2(1.0, 1.0)));\n"
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" if (outCoord.x >= size.x)\n"
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" return vec4(0.0);\n"
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" int pixelBase = (outCoord.x / 2) * 2;\n"
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" int y = outCoord.y;\n"
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" vec4 rgba0 = rgbaAt(pixelBase + 0, y);\n"
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" vec4 rgba1 = rgbaAt(pixelBase + 1, y);\n"
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" vec3 c0 = rgbToLegalYcbcr10(rgba0.rgb);\n"
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" vec3 c1 = rgbToLegalYcbcr10(rgba1.rgb);\n"
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" float chroma = (outCoord.x & 1) == 0 ? round((c0.y + c1.y) * 0.5) : round((c0.z + c1.z) * 0.5);\n"
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" float alpha = round(clamp(((outCoord.x & 1) == 0 ? rgba0.a : rgba1.a), 0.0, 1.0) * 1023.0);\n"
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" float luma = (outCoord.x & 1) == 0 ? c0.x : c1.x;\n"
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" uint word = ((uint(luma) & 1023u) << 22) | ((uint(chroma) & 1023u) << 12) | ((uint(alpha) & 1023u) << 2);\n"
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" return bigEndianWordToBytes(word);\n"
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"}\n"
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"void main()\n"
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"{\n"
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" ivec2 outCoord = ivec2(gl_FragCoord.xy);\n"
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" if (uOutputPackFormat == 2)\n"
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" {\n"
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" fragColor = packAy10Word(outCoord);\n"
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" return;\n"
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" }\n"
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" if (float(outCoord.x) >= uActiveV210Words)\n"
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" {\n"
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" fragColor = vec4(0.0);\n"
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