| /* |
| * 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_SHADERS_H |
| #define AVDEVICE_OPENGL_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_SHADERS_H */ |