189 lines
5.9 KiB
C
189 lines
5.9 KiB
C
/*
|
|
* Copyright (c) 2014 Lukasz Marek
|
|
*
|
|
* This file is part of FFmpeg.
|
|
*
|
|
* FFmpeg is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* FFmpeg is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with FFmpeg; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*/
|
|
|
|
#ifndef AVDEVICE_OPENGL_ENC_SHADERS_H
|
|
#define AVDEVICE_OPENGL_ENC_SHADERS_H
|
|
|
|
#include "libavutil/pixfmt.h"
|
|
|
|
static const char * const FF_OPENGL_VERTEX_SHADER =
|
|
"uniform mat4 u_projectionMatrix;"
|
|
"uniform mat4 u_modelViewMatrix;"
|
|
|
|
"attribute vec4 a_position;"
|
|
"attribute vec2 a_textureCoords;"
|
|
|
|
"varying vec2 texture_coordinate;"
|
|
|
|
"void main()"
|
|
"{"
|
|
"gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);"
|
|
"texture_coordinate = a_textureCoords;"
|
|
"}";
|
|
|
|
/**
|
|
* Fragment shader for packet RGBA formats.
|
|
*/
|
|
static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
"precision mediump float;"
|
|
#endif
|
|
"uniform sampler2D u_texture0;"
|
|
"uniform mat4 u_colorMap;"
|
|
|
|
"varying vec2 texture_coordinate;"
|
|
|
|
"void main()"
|
|
"{"
|
|
"gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;"
|
|
"}";
|
|
|
|
/**
|
|
* Fragment shader for packet RGB formats.
|
|
*/
|
|
static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
"precision mediump float;"
|
|
#endif
|
|
"uniform sampler2D u_texture0;"
|
|
"uniform mat4 u_colorMap;"
|
|
|
|
"varying vec2 texture_coordinate;"
|
|
|
|
"void main()"
|
|
"{"
|
|
"gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);"
|
|
"}";
|
|
|
|
/**
|
|
* Fragment shader for planar RGBA formats.
|
|
*/
|
|
static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
"precision mediump float;"
|
|
#endif
|
|
"uniform sampler2D u_texture0;"
|
|
"uniform sampler2D u_texture1;"
|
|
"uniform sampler2D u_texture2;"
|
|
"uniform sampler2D u_texture3;"
|
|
|
|
"varying vec2 texture_coordinate;"
|
|
|
|
"void main()"
|
|
"{"
|
|
"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
|
|
"texture2D(u_texture1, texture_coordinate).r,"
|
|
"texture2D(u_texture2, texture_coordinate).r,"
|
|
"texture2D(u_texture3, texture_coordinate).r);"
|
|
"}";
|
|
|
|
/**
|
|
* Fragment shader for planar RGB formats.
|
|
*/
|
|
static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
"precision mediump float;"
|
|
#endif
|
|
"uniform sampler2D u_texture0;"
|
|
"uniform sampler2D u_texture1;"
|
|
"uniform sampler2D u_texture2;"
|
|
|
|
"varying vec2 texture_coordinate;"
|
|
|
|
"void main()"
|
|
"{"
|
|
"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
|
|
"texture2D(u_texture1, texture_coordinate).r,"
|
|
"texture2D(u_texture2, texture_coordinate).r,"
|
|
"1.0);"
|
|
"}";
|
|
|
|
/**
|
|
* Fragment shader for planar YUV formats.
|
|
*/
|
|
static const char * const FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
"precision mediump float;"
|
|
#endif
|
|
"uniform sampler2D u_texture0;"
|
|
"uniform sampler2D u_texture1;"
|
|
"uniform sampler2D u_texture2;"
|
|
"uniform float u_chroma_div_w;"
|
|
"uniform float u_chroma_div_h;"
|
|
|
|
"varying vec2 texture_coordinate;"
|
|
|
|
"void main()"
|
|
"{"
|
|
"vec3 yuv;"
|
|
|
|
"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
|
|
"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
|
|
"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
|
|
|
|
"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643,"
|
|
"0.0, -0.39173, 2.0170,"
|
|
"1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);"
|
|
|
|
"}";
|
|
|
|
/**
|
|
* Fragment shader for planar YUVA formats.
|
|
*/
|
|
static const char * const FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
"precision mediump float;"
|
|
#endif
|
|
"uniform sampler2D u_texture0;"
|
|
"uniform sampler2D u_texture1;"
|
|
"uniform sampler2D u_texture2;"
|
|
"uniform sampler2D u_texture3;"
|
|
"uniform float u_chroma_div_w;"
|
|
"uniform float u_chroma_div_h;"
|
|
|
|
"varying vec2 texture_coordinate;"
|
|
|
|
"void main()"
|
|
"{"
|
|
"vec3 yuv;"
|
|
|
|
"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
|
|
"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
|
|
"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
|
|
|
|
"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643,"
|
|
"0.0, -0.39173, 2.0170,"
|
|
"1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);"
|
|
"}";
|
|
|
|
static const char * const FF_OPENGL_FRAGMENT_SHADER_GRAY =
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
"precision mediump float;"
|
|
#endif
|
|
"uniform sampler2D u_texture0;"
|
|
"varying vec2 texture_coordinate;"
|
|
"void main()"
|
|
"{"
|
|
"float c = texture2D(u_texture0, texture_coordinate).r;"
|
|
"gl_FragColor = vec4(c, c, c, 1.0);"
|
|
"}";
|
|
|
|
#endif /* AVDEVICE_OPENGL_ENC_SHADERS_H */
|