| 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 */ |