/* Shader for video deinterlacing - Extracts either the even- or odd- field * (even or odd rows) of an interlaced image texture: * * If even lines are wanted, then the even lines are taken as they are, the * lines are replaced by the average of the even lines above and below them. * * Same logic applies when extracting the odd lines. * * This code is beta quality. It doesn't work yet with filtered texture * drawing, and could be more optimized. * * Written 2007 by Mario Kleiner, part of the Psychtoolbox-3, licensed under * MIT license. * */ #extension GL_ARB_texture_rectangle : enable /* UseOddField: To be set by usercode - 0 = Extract even lines, 1 = Extract odd lines. */ uniform float UseOddField; /* Input image rectangle texture: */ uniform sampler2DRect Image1; void main() { /* Get default texel read position (s,t): s is column, t is row of image. */ vec2 readpos = gl_TexCoord[0].st; if (bool(mod(floor(readpos.t + UseOddField), 2.0))) { /* This row is to be replaced by the average of its neighbour rows: */ gl_FragColor = 0.5*(texture2DRect(Image1, readpos - vec2(0.0, 1.0)) + texture2DRect(Image1, readpos + vec2(0.0, 1.0))); } else { /* This row is to be used: */ gl_FragColor = texture2DRect(Image1, readpos); } }