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/*
* GStreamer
* Copyright ( C ) 2008 Filippo Argiolas < filippo . argiolas @ 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 . , 59 Temple Place - Suite 330 ,
* Boston , MA 02111 - 1307 , USA .
*/
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# include <gstgleffects.h>
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# include <gstgleffectssources.h>
/* A common file for sources is needed since shader sources can be
* generic and reused by several effects */
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/* Mirror effect */
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const gchar * mirror_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float width, height; "
" void main () { "
" vec2 tex_size = vec2 (width, height); "
" vec2 texturecoord = gl_TexCoord[0].xy; "
" vec2 normcoord; "
" normcoord = texturecoord / tex_size - 1.0; "
" normcoord.x *= sign (normcoord.x); "
" texturecoord = (normcoord + 1.0) * tex_size; "
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color * gl_Color; " " } " ;
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/* Squeeze effect */
const gchar * squeeze_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float width, height; "
" void main () { "
" vec2 tex_size = vec2 (width, height); "
" vec2 texturecoord = gl_TexCoord[0].xy; "
" vec2 normcoord; "
" normcoord = texturecoord / tex_size - 1.0; "
" float r = length (normcoord); "
" r = pow(r, 0.40)*1.3; "
" normcoord = normcoord / r; "
" texturecoord = (normcoord + 1.0) * tex_size; "
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color * gl_Color; " " } " ;
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/* Stretch Effect */
const gchar * stretch_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float width, height; "
" void main () { "
" vec2 tex_size = vec2 (width, height); "
" vec2 texturecoord = gl_TexCoord[0].xy; "
" vec2 normcoord; "
" normcoord = texturecoord / tex_size - 1.0; "
" float r = length (normcoord); "
" normcoord *= 2.0 - smoothstep(0.0, 0.7, r); "
" texturecoord = (normcoord + 1.0) * tex_size; "
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color * gl_Color; " " } " ;
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/* Light Tunnel effect */
const gchar * tunnel_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float width, height; "
" void main () { "
" vec2 tex_size = vec2 (width, height); "
" vec2 texturecoord = gl_TexCoord[0].xy; " " vec2 normcoord; "
/* little trick with normalized coords to obtain a circle */
" normcoord = texturecoord / tex_size.x - tex_size / tex_size.x; " " float r = length(normcoord); " " float phi = atan(normcoord.y, normcoord.x); " " r = clamp (r, 0.0, 0.5); " /* is there a way to do this without polars? */
" normcoord.x = r * cos(phi); "
" normcoord.y = r * sin(phi); "
" texturecoord = (normcoord + tex_size/tex_size.x) * tex_size.x; "
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color; " " } " ;
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/* FishEye effect */
const gchar * fisheye_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float width, height; "
" void main () { "
" vec2 tex_size = vec2 (width, height); "
" vec2 texturecoord = gl_TexCoord[0].xy; "
" vec2 normcoord; "
" normcoord = texturecoord / tex_size - 1.0; "
" float r = length (normcoord); "
" normcoord *= r/sqrt(2.0); "
" texturecoord = (normcoord + 1.0) * tex_size; "
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color; " " } " ;
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/* Twirl effect */
const gchar * twirl_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float width, height; "
" void main () { "
" vec2 tex_size = vec2 (width, height); "
" vec2 texturecoord = gl_TexCoord[0].xy; "
" vec2 normcoord; "
" normcoord = texturecoord / tex_size - 1.0; "
" float r = length (normcoord); "
" float phi = atan (normcoord.y, normcoord.x); "
" phi += (1.0 - smoothstep (-0.6, 0.6, r)) * 4.8; "
" normcoord.x = r * cos(phi); "
" normcoord.y = r * sin(phi); "
" texturecoord = (normcoord + 1.0) * tex_size; "
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color; " " } " ;
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/* Bulge effect */
const gchar * bulge_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float width, height; "
" void main () { "
" vec2 tex_size = vec2 (width, height); "
" vec2 texturecoord = gl_TexCoord[0].xy; "
" vec2 normcoord; "
" normcoord = texturecoord / tex_size - 1.0; "
" float r = length (normcoord); "
" normcoord *= smoothstep (-0.1, 0.5, r); "
" texturecoord = (normcoord + 1.0) * tex_size; "
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color; " " } " ;
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/* Square Effect */
const gchar * square_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float width; "
" uniform float height; "
" void main () { "
" vec2 tex_size = vec2 (width, height); "
" vec2 texturecoord = gl_TexCoord[0].xy; "
" vec2 normcoord; "
" normcoord = texturecoord / tex_size - 1.0; "
" float r = length (normcoord); "
" normcoord *= 1.0 + smoothstep(0.25, 0.5, abs(normcoord)); "
" normcoord /= 2.0; /* zoom amount */ "
" texturecoord = (normcoord + 1.0) * tex_size; "
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color * gl_Color; " " } " ;
const gchar * luma_threshold_fragment_source = " #extension GL_ARB_texture_rectangle : enable \n " " uniform sampler2DRect tex; " " void main () { " " vec2 texturecoord = gl_TexCoord[0].st; " " int i; " " vec4 color = texture2DRect(tex, texturecoord); " " float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721)); " /* BT.709 (from orange book) */
" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a); "
" } " ;
const gchar * sobel_fragment_source =
" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float hkern[9]; "
" uniform float vkern[9]; "
" uniform bool invert; "
" void main () { "
" vec2 offset[9] = vec2[9] ( vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0), "
" vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0), "
" vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) ); "
" vec2 texturecoord = gl_TexCoord[0].st; "
" int i; "
" float luma; "
" float gx = 0.0; "
" float gy = 0.0 ; "
" for (i = 0; i < 9; i++) { "
" if(hkern[i] != 0.0 || vkern[i] != 0.0) { "
" vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i])); "
" luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a)); "
" gx += luma * hkern[i]; "
" gy += luma * vkern[i]; "
" } "
" } "
" float g = sqrt(gx*gx + gy*gy); "
" if (invert) g = 1.0 - g; " " gl_FragColor = vec4(vec3(g), 1.0); " " } " ;
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/* horizontal convolution */
const gchar * hconv9_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float norm_const; "
" uniform float norm_offset; " " uniform float kernel[9]; " " void main () { "
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/* "float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);" */
/* don't use array constructor so we don't have to depend on #version 120 */
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" float offset[9]; "
" offset[0] = -4.0; "
" offset[1] = -3.0; "
" offset[2] = -2.0; "
" offset[3] = -1.0; "
" offset[4] = 0.0; "
" offset[5] = 1.0; "
" offset[6] = 2.0; "
" offset[7] = 3.0; "
" offset[8] = 4.0; "
" vec2 texturecoord = gl_TexCoord[0].st; "
" int i; "
" vec4 sum = vec4 (0.0); "
" for (i = 0; i < 9; i++) { "
" if (kernel[i] != 0.0) { "
" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t)); "
" sum += neighbor * kernel[i]/norm_const; "
" } " " } " " gl_FragColor = sum + norm_offset; " " } " ;
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/* vertical convolution */
const gchar * vconv9_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform float norm_const; "
" uniform float norm_offset; " " uniform float kernel[9]; " " void main () { "
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/* "float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);" */
/* don't use array constructor so we don't have to depend on #version 120 */
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" float offset[9]; "
" offset[0] = -4.0; "
" offset[1] = -3.0; "
" offset[2] = -2.0; "
" offset[3] = -1.0; "
" offset[4] = 0.0; "
" offset[5] = 1.0; "
" offset[6] = 2.0; "
" offset[7] = 3.0; "
" offset[8] = 4.0; "
" vec2 texturecoord = gl_TexCoord[0].st; "
" int i; "
" vec4 sum = vec4 (0.0); "
" for (i = 0; i < 9; i++) { "
" if (kernel[i] != 0.0) { "
" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i])); "
" sum += neighbor * kernel[i]/norm_const; "
" } " " } " " gl_FragColor = sum + norm_offset; " " } " ;
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/* TODO: support several blend modes */
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const gchar * sum_fragment_source =
" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect base; "
" uniform sampler2DRect blend; "
" uniform float alpha; "
" uniform float beta; "
" void main () { "
" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st); "
" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st); "
" gl_FragColor = alpha * basecolor + beta * blendcolor; " " } " ;
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const gchar * multiply_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect base; "
" uniform sampler2DRect blend; "
" uniform float alpha; "
" void main () { "
" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st); "
" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st); "
" gl_FragColor = (1 - alpha) * basecolor + alpha * basecolor * blendcolor; "
" } " ;
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/* lut operations, map luma to tex1d, see orange book (chapter 19) */
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const gchar * luma_to_curve_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform sampler1D curve; "
" void main () { "
" vec2 texturecoord = gl_TexCoord[0].st; "
" vec4 color = texture2DRect (tex, texturecoord); "
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721)); "
" color = texture1D(curve, luma); " " gl_FragColor = color; " " } " ;
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/* lut operations, map rgb to tex1d, see orange book (chapter 19) */
const gchar * rgb_to_curve_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; "
" uniform sampler1D curve; "
" void main () { "
" vec2 texturecoord = gl_TexCoord[0].st; "
" vec4 color = texture2DRect (tex, texturecoord); "
" vec4 outcolor; "
" outcolor.r = texture1D(curve, color.r).r; "
" outcolor.g = texture1D(curve, color.g).g; "
" outcolor.b = texture1D(curve, color.b).b; "
" outcolor.a = color.a; " " gl_FragColor = outcolor; " " } " ;
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const gchar * sin_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect tex; " " vec3 rgb2hsl (vec3 v) " " { "
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/* TODO: check this algorythm */
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" float MIN, MAX; "
" float r, g, b; "
" float h, l, s; "
" float delta; "
" h = 0.0; l = 0.0; s = 0.0; "
" r = v.r; g = v.g; b = v.b; "
" MIN = min (r, min (g, b)); "
" MAX = max (r, max (g, b)); "
" delta = MAX - MIN; "
" l = (MAX + MIN) / 2.0; "
" if ((MAX - MIN) < 0.0001) { h = 0.0; s = 0.0; } "
" else { "
" if (l <= 0.5) s = (MAX - MIN) / (MAX + MIN); "
" else s = (MAX - MIN) / (2.0 - MAX - MIN); "
" if (r == MAX) h = (g - b) / delta; "
" else if (g == MAX) h = 2.0 + (b - r) / delta; "
" else h = 4.0 + (r - g) / delta; "
" h *= 60.0; "
" if (h < 0.0) h += 360.0; "
" } "
" return vec3 (h, l, s); "
" } "
" void main () { "
" vec3 HSL, RGB; "
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st)); "
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721)); "
" HSL = rgb2hsl (color.rgb); "
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/* move hls discontinuity away from the desired red zone so we can use
* smoothstep . . to try : convert degrees in radiants , divide by 2 and
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* smoothstep cosine */
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" HSL.x += 180.0; " " if ((HSL.x) > 360.0) HSL.x -= 360.0; "
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/* damn, it is extremely hard to get rid of human face reds! */
/* picked hue is slightly shifted towards violet to prevent this but
* still fails . . maybe hsl is not well suited for this */
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" float a = smoothstep (110.0, 150.0, HSL.x); "
" float b = smoothstep (170.0, 210.0, HSL.x); "
" float alpha = a - b; "
" gl_FragColor = color * alpha + luma * (1.0 - alpha); " " } " ;
const gchar * interpolate_fragment_source =
" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect base; "
" uniform sampler2DRect blend; "
" void main () { "
" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st); "
" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st); "
" vec4 white = vec4(1.0); "
" gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor; " " } " ;
const gchar * texture_interp_fragment_source =
" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect base; "
" uniform sampler2DRect blend; "
" uniform sampler2DRect alpha; "
" void main () { "
" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st); "
" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st); "
" vec4 alphacolor = texture2DRect (alpha, gl_TexCoord[0].st); "
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// "gl_FragColor = alphacolor;"
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" gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor; "
" } " ;
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const gchar * difference_fragment_source =
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" #extension GL_ARB_texture_rectangle : enable \n "
" uniform sampler2DRect saved; "
" uniform sampler2DRect current; "
" void main () { "
" vec4 savedcolor = texture2DRect (saved, gl_TexCoord[0].st); "
" vec4 currentcolor = texture2DRect (current, gl_TexCoord[0].st); "
" gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor))); "
" } " ;