2008-08-13 20:42:48 +00:00
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/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include <gstgleffectssources.h>
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/* A common file for sources is needed since shader sources can be
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* generic and reused by several effects */
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2008-08-13 22:07:20 +00:00
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/* Mirror effect */
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2008-08-13 20:42:48 +00:00
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const gchar *mirror_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" normcoord.x *= sign (normcoord.x);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color * gl_Color;"
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"}";
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2008-08-13 22:07:20 +00:00
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/* Squeeze effect */
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const gchar *squeeze_fragment_source =
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2008-08-14 07:26:23 +00:00
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0; "
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" float r = length (normcoord);"
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" r = pow(r, 0.40)*1.3;"
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" normcoord = normcoord / r;"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color * gl_Color;"
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"}";
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/* Stretch Effect */
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const gchar *stretch_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" normcoord *= 2.0 - smoothstep(0.0, 0.7, r);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" gl_FragColor = color * gl_Color;"
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"}";
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const gchar *luma_threshold_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 color = texture2DRect(tex, texturecoord);"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));" /* BT.709 (from orange book) */
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" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
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"}";
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/* horizontal convolution */
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const gchar *hconv9_fragment_source =
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2008-08-13 22:07:20 +00:00
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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2008-08-14 07:26:23 +00:00
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"uniform float norm_const;"
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"uniform float norm_offset;"
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"uniform float kernel[9];"
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2008-08-13 22:07:20 +00:00
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"void main () {"
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2008-08-14 07:26:23 +00:00
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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);"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 9; i++) { "
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" if (kernel[i] != 0.0) {"
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" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t)); "
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" sum += neighbor * kernel[i]/norm_const; "
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" }"
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" }"
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" gl_FragColor = sum + norm_offset;"
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2008-08-13 22:07:20 +00:00
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"}";
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2008-08-14 07:26:23 +00:00
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/* vertical convolution */
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const gchar *vconv9_fragment_source =
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2008-08-14 06:03:49 +00:00
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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2008-08-14 07:26:23 +00:00
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"uniform float norm_const;"
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"uniform float norm_offset;"
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"uniform float kernel[9];"
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"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);"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 9; i++) { "
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" if (kernel[i] != 0.0) {"
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" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i])); "
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" sum += neighbor * kernel[i]/norm_const; "
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" }"
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" }"
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" gl_FragColor = sum + norm_offset;"
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"}";
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/* TODO: support several blend modes */
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2008-08-14 07:39:55 +00:00
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const gchar *sum_fragment_source =
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2008-08-14 07:26:23 +00:00
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect base;"
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"uniform sampler2DRect blend;"
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2008-08-14 07:39:55 +00:00
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"uniform float alpha;"
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"uniform float beta;"
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2008-08-14 06:03:49 +00:00
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"void main () {"
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2008-08-14 07:26:23 +00:00
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" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
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" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
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2008-08-14 07:39:55 +00:00
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" gl_FragColor = alpha * basecolor + beta * blendcolor;"
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2008-08-14 06:03:49 +00:00
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"}";
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2008-08-14 09:31:09 +00:00
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2008-08-14 10:09:39 +00:00
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/* lut operations, map luma to tex1d, see orange book (chapter 19) */
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2008-08-14 09:31:09 +00:00
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const gchar *luma_to_curve_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform sampler1D curve;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
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" vec4 outcolor;"
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" color = texture1D(curve, luma);"
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" gl_FragColor = color;"
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"}";
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2008-08-14 10:09:39 +00:00
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/* lut operations, map rgb to tex1d, see orange book (chapter 19) */
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const gchar *rgb_to_curve_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform sampler1D curve;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" vec4 outcolor;"
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" outcolor.r = texture1D(curve, color.r).r;"
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" outcolor.g = texture1D(curve, color.g).g;"
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" outcolor.b = texture1D(curve, color.b).b;"
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" outcolor.a = color.a;"
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" gl_FragColor = outcolor;"
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"}";
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