gstreamer/ext/gl/effects/gstgleffectsobel.c

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/*
* GStreamer
* Copyright (C) 2008-2010 Filippo Argiolas <filippo.argiolas@gmail.com>
* Copyright (C) 2015 Michał Dębski <debski.mi.zd@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "../gstgleffects.h"
void
gst_gl_effects_sobel (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
GstGLShader *shader;
shader = gst_gl_effects_get_fragment_shader (effects, "desat0",
desaturate_fragment_source_gles2);
gst_gl_filter_render_to_target_with_shader (filter, effects->intexture,
effects->midtexture[0], shader);
shader = gst_gl_effects_get_fragment_shader (effects, "hconv0",
sep_sobel_hconv3_fragment_source_gles2);
gst_gl_shader_use (shader);
gst_gl_shader_set_uniform_1f (shader, "height",
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[0],
effects->midtexture[1], shader);
shader = gst_gl_effects_get_fragment_shader (effects, "vconv0",
sep_sobel_vconv3_fragment_source_gles2);
gst_gl_shader_use (shader);
gst_gl_shader_set_uniform_1f (shader, "width",
GST_VIDEO_INFO_WIDTH (&filter->out_info));
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[1],
effects->midtexture[0], shader);
shader = gst_gl_effects_get_fragment_shader (effects, "len0",
sep_sobel_length_fragment_source_gles2);
gst_gl_shader_use (shader);
gst_gl_shader_set_uniform_1i (shader, "invert", effects->invert);
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[0],
effects->outtexture, shader);
}