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