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6147 | serge | 1 | /* |
2 | * Copyright (c) 2014 Lukasz Marek |
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3 | * |
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4 | * This file is part of FFmpeg. |
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5 | * |
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6 | * FFmpeg is free software; you can redistribute it and/or |
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7 | * modify it under the terms of the GNU Lesser General Public |
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8 | * License as published by the Free Software Foundation; either |
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9 | * version 2.1 of the License, or (at your option) any later version. |
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10 | * |
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11 | * FFmpeg is distributed in the hope that it will be useful, |
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12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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14 | * Lesser General Public License for more details. |
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15 | * |
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16 | * You should have received a copy of the GNU Lesser General Public |
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17 | * License along with FFmpeg; if not, write to the Free Software |
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18 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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19 | */ |
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20 | |||
21 | #ifndef AVDEVICE_OPENGL_SHADERS_H |
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22 | #define AVDEVICE_OPENGL_SHADERS_H |
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23 | |||
24 | #include "libavutil/pixfmt.h" |
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25 | |||
26 | static const char * const FF_OPENGL_VERTEX_SHADER = |
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27 | "uniform mat4 u_projectionMatrix;" |
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28 | "uniform mat4 u_modelViewMatrix;" |
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29 | |||
30 | "attribute vec4 a_position;" |
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31 | "attribute vec2 a_textureCoords;" |
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32 | |||
33 | "varying vec2 texture_coordinate;" |
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34 | |||
35 | "void main()" |
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36 | "{" |
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37 | "gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);" |
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38 | "texture_coordinate = a_textureCoords;" |
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39 | "}"; |
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40 | |||
41 | /** |
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42 | * Fragment shader for packet RGBA formats. |
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43 | */ |
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44 | static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET = |
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45 | #if defined(GL_ES_VERSION_2_0) |
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46 | "precision mediump float;" |
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47 | #endif |
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48 | "uniform sampler2D u_texture0;" |
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49 | "uniform mat4 u_colorMap;" |
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50 | |||
51 | "varying vec2 texture_coordinate;" |
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52 | |||
53 | "void main()" |
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54 | "{" |
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55 | "gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;" |
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56 | "}"; |
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57 | |||
58 | /** |
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59 | * Fragment shader for packet RGB formats. |
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60 | */ |
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61 | static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET = |
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62 | #if defined(GL_ES_VERSION_2_0) |
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63 | "precision mediump float;" |
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64 | #endif |
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65 | "uniform sampler2D u_texture0;" |
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66 | "uniform mat4 u_colorMap;" |
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67 | |||
68 | "varying vec2 texture_coordinate;" |
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69 | |||
70 | "void main()" |
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71 | "{" |
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72 | "gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);" |
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73 | "}"; |
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74 | |||
75 | /** |
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76 | * Fragment shader for planar RGBA formats. |
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77 | */ |
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78 | static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR = |
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79 | #if defined(GL_ES_VERSION_2_0) |
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80 | "precision mediump float;" |
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81 | #endif |
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82 | "uniform sampler2D u_texture0;" |
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83 | "uniform sampler2D u_texture1;" |
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84 | "uniform sampler2D u_texture2;" |
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85 | "uniform sampler2D u_texture3;" |
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86 | |||
87 | "varying vec2 texture_coordinate;" |
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88 | |||
89 | "void main()" |
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90 | "{" |
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91 | "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r," |
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92 | "texture2D(u_texture1, texture_coordinate).r," |
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93 | "texture2D(u_texture2, texture_coordinate).r," |
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94 | "texture2D(u_texture3, texture_coordinate).r);" |
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95 | "}"; |
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96 | |||
97 | /** |
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98 | * Fragment shader for planar RGB formats. |
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99 | */ |
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100 | static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR = |
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101 | #if defined(GL_ES_VERSION_2_0) |
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102 | "precision mediump float;" |
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103 | #endif |
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104 | "uniform sampler2D u_texture0;" |
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105 | "uniform sampler2D u_texture1;" |
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106 | "uniform sampler2D u_texture2;" |
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107 | |||
108 | "varying vec2 texture_coordinate;" |
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109 | |||
110 | "void main()" |
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111 | "{" |
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112 | "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r," |
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113 | "texture2D(u_texture1, texture_coordinate).r," |
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114 | "texture2D(u_texture2, texture_coordinate).r," |
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115 | "1.0);" |
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116 | "}"; |
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117 | |||
118 | /** |
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119 | * Fragment shader for planar YUV formats. |
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120 | */ |
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121 | static const char * const FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR = |
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122 | #if defined(GL_ES_VERSION_2_0) |
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123 | "precision mediump float;" |
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124 | #endif |
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125 | "uniform sampler2D u_texture0;" |
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126 | "uniform sampler2D u_texture1;" |
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127 | "uniform sampler2D u_texture2;" |
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128 | "uniform float u_chroma_div_w;" |
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129 | "uniform float u_chroma_div_h;" |
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130 | |||
131 | "varying vec2 texture_coordinate;" |
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132 | |||
133 | "void main()" |
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134 | "{" |
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135 | "vec3 yuv;" |
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136 | |||
137 | "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;" |
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138 | "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" |
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139 | "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" |
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140 | |||
141 | "gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643," |
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142 | "0.0, -0.39173, 2.0170," |
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143 | "1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);" |
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144 | |||
145 | "}"; |
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146 | |||
147 | /** |
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148 | * Fragment shader for planar YUVA formats. |
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149 | */ |
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150 | static const char * const FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR = |
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151 | #if defined(GL_ES_VERSION_2_0) |
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152 | "precision mediump float;" |
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153 | #endif |
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154 | "uniform sampler2D u_texture0;" |
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155 | "uniform sampler2D u_texture1;" |
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156 | "uniform sampler2D u_texture2;" |
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157 | "uniform sampler2D u_texture3;" |
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158 | "uniform float u_chroma_div_w;" |
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159 | "uniform float u_chroma_div_h;" |
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160 | |||
161 | "varying vec2 texture_coordinate;" |
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162 | |||
163 | "void main()" |
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164 | "{" |
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165 | "vec3 yuv;" |
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166 | |||
167 | "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;" |
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168 | "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" |
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169 | "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" |
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170 | |||
171 | "gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643," |
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172 | "0.0, -0.39173, 2.0170," |
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173 | "1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);" |
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174 | "}"; |
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175 | |||
176 | static const char * const FF_OPENGL_FRAGMENT_SHADER_GRAY = |
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177 | #if defined(GL_ES_VERSION_2_0) |
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178 | "precision mediump float;" |
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179 | #endif |
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180 | "uniform sampler2D u_texture0;" |
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181 | "varying vec2 texture_coordinate;" |
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182 | "void main()" |
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183 | "{" |
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184 | "float c = texture2D(u_texture0, texture_coordinate).r;" |
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185 | "gl_FragColor = vec4(c, c, c, 1.0);" |
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186 | "}"; |
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187 | |||
188 | #endif /* AVDEVICE_OPENGL_SHADERS_H */ |