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- /*
- * 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 */
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