[418/906] effects: disable gst-indent in the sources

Fix some crazy formatting caused by gst-indent previous runs and disable
the script for this file. The best would be to move shaders into
separate files and load them at runtime or hardcode them at compile
time.
This commit is contained in:
Filippo Argiolas 2010-04-23 17:14:59 +02:00 committed by Matthew Waters
parent e42b3eddbf
commit 4ff22b2c67

View file

@ -24,6 +24,12 @@
/* A common file for sources is needed since shader sources can be /* A common file for sources is needed since shader sources can be
* generic and reused by several effects */ * generic and reused by several effects */
/* FIXME */
/* Move sooner or later into single .frag .vert files and either bake
* them into a c file at compile time or load them at run time */
/* *INDENT-OFF* */
/* Vertex shader */ /* Vertex shader */
const gchar *vertex_shader_source = const gchar *vertex_shader_source =
"attribute vec4 a_position;" "attribute vec4 a_position;"
@ -125,7 +131,8 @@ const gchar *stretch_fragment_source =
" normcoord *= 2.0 - smoothstep(0.0, 0.7, r);" " normcoord *= 2.0 - smoothstep(0.0, 0.7, r);"
" texturecoord = (normcoord + 1.0) * tex_size;" " texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord);" " vec4 color = texture2DRect (tex, texturecoord);"
" gl_FragColor = color * gl_Color;" "}"; " gl_FragColor = color * gl_Color;"
"}";
/* Light Tunnel effect */ /* Light Tunnel effect */
const gchar *tunnel_fragment_source = const gchar *tunnel_fragment_source =
@ -134,14 +141,19 @@ const gchar *tunnel_fragment_source =
"uniform float width, height;" "uniform float width, height;"
"void main () {" "void main () {"
" vec2 tex_size = vec2 (width, height);" " vec2 tex_size = vec2 (width, height);"
" vec2 texturecoord = gl_TexCoord[0].xy;" " vec2 normcoord;" " vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
/* little trick with normalized coords to obtain a circle */ /* 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 = 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.x = r * cos(phi);"
" normcoord.y = r * sin(phi); " " normcoord.y = r * sin(phi); "
" texturecoord = (normcoord + tex_size/tex_size.x) * tex_size.x;" " texturecoord = (normcoord + tex_size/tex_size.x) * tex_size.x;"
" vec4 color = texture2DRect (tex, texturecoord); " " vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color;" "}"; " gl_FragColor = color;"
"}";
/* FishEye effect */ /* FishEye effect */
const gchar *fisheye_fragment_source = const gchar *fisheye_fragment_source =
@ -157,7 +169,8 @@ const gchar *fisheye_fragment_source =
" normcoord *= r/sqrt(2.0);" " normcoord *= r/sqrt(2.0);"
" texturecoord = (normcoord + 1.0) * tex_size;" " texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord);" " vec4 color = texture2DRect (tex, texturecoord);"
" gl_FragColor = color;" "}"; " gl_FragColor = color;"
"}";
/* Twirl effect */ /* Twirl effect */
@ -177,7 +190,8 @@ const gchar *twirl_fragment_source =
" normcoord.y = r * sin(phi);" " normcoord.y = r * sin(phi);"
" texturecoord = (normcoord + 1.0) * tex_size;" " texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord); " " vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color;" "}"; " gl_FragColor = color;"
"}";
/* Bulge effect */ /* Bulge effect */
@ -194,7 +208,8 @@ const gchar *bulge_fragment_source =
" normcoord *= smoothstep (-0.1, 0.5, r);" " normcoord *= smoothstep (-0.1, 0.5, r);"
" texturecoord = (normcoord + 1.0) * tex_size;" " texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord);" " vec4 color = texture2DRect (tex, texturecoord);"
" gl_FragColor = color;" "}"; " gl_FragColor = color;"
"}";
/* Square Effect */ /* Square Effect */
@ -213,10 +228,18 @@ const gchar *square_fragment_source =
" normcoord /= 2.0; /* zoom amount */" " normcoord /= 2.0; /* zoom amount */"
" texturecoord = (normcoord + 1.0) * tex_size;" " texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord);" " vec4 color = texture2DRect (tex, texturecoord);"
" gl_FragColor = color * gl_Color;" "}"; " 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) */ 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);" " gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
"}"; "}";
@ -244,7 +267,9 @@ const gchar *sobel_fragment_source =
" }" " }"
" }" " }"
" float g = sqrt(gx*gx + gy*gy);" " float g = sqrt(gx*gx + gy*gy);"
" if (invert) g = 1.0 - g;" " gl_FragColor = vec4(vec3(g), 1.0);" "}"; " if (invert) g = 1.0 - g;"
" gl_FragColor = vec4(vec3(g), 1.0);"
"}";
/* horizontal convolution */ /* horizontal convolution */
@ -252,7 +277,9 @@ const gchar *hconv9_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n" "#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;" "uniform sampler2DRect tex;"
"uniform float norm_const;" "uniform float norm_const;"
"uniform float norm_offset;" "uniform float kernel[9];" "void main () {" "uniform float norm_offset;"
"uniform float kernel[9];"
"void main () {"
/* "float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);" */ /* "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 */ /* don't use array constructor so we don't have to depend on #version 120 */
" float offset[9];" " float offset[9];"
@ -272,14 +299,19 @@ const gchar *hconv9_fragment_source =
" if (kernel[i] != 0.0) {" " if (kernel[i] != 0.0) {"
" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t)); " " vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t)); "
" sum += neighbor * kernel[i]/norm_const; " " sum += neighbor * kernel[i]/norm_const; "
" }" " }" " gl_FragColor = sum + norm_offset;" "}"; " }"
" }"
" gl_FragColor = sum + norm_offset;"
"}";
/* vertical convolution */ /* vertical convolution */
const gchar *vconv9_fragment_source = const gchar *vconv9_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n" "#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;" "uniform sampler2DRect tex;"
"uniform float norm_const;" "uniform float norm_const;"
"uniform float norm_offset;" "uniform float kernel[9];" "void main () {" "uniform float norm_offset;"
"uniform float kernel[9];"
"void main () {"
/* "float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);" */ /* "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 */ /* don't use array constructor so we don't have to depend on #version 120 */
" float offset[9];" " float offset[9];"
@ -299,7 +331,10 @@ const gchar *vconv9_fragment_source =
" if (kernel[i] != 0.0) {" " if (kernel[i] != 0.0) {"
" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i])); " " vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i])); "
" sum += neighbor * kernel[i]/norm_const; " " sum += neighbor * kernel[i]/norm_const; "
" }" " }" " gl_FragColor = sum + norm_offset;" "}"; " }"
" }"
" gl_FragColor = sum + norm_offset;"
"}";
/* TODO: support several blend modes */ /* TODO: support several blend modes */
@ -312,7 +347,8 @@ const gchar *sum_fragment_source =
"void main () {" "void main () {"
" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);" " vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);" " vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
" gl_FragColor = alpha * basecolor + beta * blendcolor;" "}"; " gl_FragColor = alpha * basecolor + beta * blendcolor;"
"}";
const gchar *multiply_fragment_source = const gchar *multiply_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n" "#extension GL_ARB_texture_rectangle : enable\n"
@ -334,7 +370,9 @@ const gchar *luma_to_curve_fragment_source =
" vec2 texturecoord = gl_TexCoord[0].st;" " vec2 texturecoord = gl_TexCoord[0].st;"
" vec4 color = texture2DRect (tex, texturecoord);" " vec4 color = texture2DRect (tex, texturecoord);"
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));" " float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
" color = texture1D(curve, luma);" " gl_FragColor = color;" "}"; " color = texture1D(curve, luma);"
" gl_FragColor = color;"
"}";
/* lut operations, map rgb to tex1d, see orange book (chapter 19) */ /* lut operations, map rgb to tex1d, see orange book (chapter 19) */
@ -349,11 +387,15 @@ const gchar *rgb_to_curve_fragment_source =
" outcolor.r = texture1D(curve, color.r).r;" " outcolor.r = texture1D(curve, color.r).r;"
" outcolor.g = texture1D(curve, color.g).g;" " outcolor.g = texture1D(curve, color.g).g;"
" outcolor.b = texture1D(curve, color.b).b;" " outcolor.b = texture1D(curve, color.b).b;"
" outcolor.a = color.a;" " gl_FragColor = outcolor;" "}"; " outcolor.a = color.a;"
" gl_FragColor = outcolor;"
"}";
const gchar *sin_fragment_source = const gchar *sin_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n" "#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;" "vec3 rgb2hsl (vec3 v) " "{" "uniform sampler2DRect tex;"
"vec3 rgb2hsl (vec3 v)"
"{"
/* TODO: check this algorythm */ /* TODO: check this algorythm */
" float MIN, MAX;" " float MIN, MAX;"
" float r, g, b;" " float r, g, b;"
@ -385,14 +427,16 @@ const gchar *sin_fragment_source =
/* move hls discontinuity away from the desired red zone so we can use /* move hls discontinuity away from the desired red zone so we can use
* smoothstep.. to try: convert degrees in radiants, divide by 2 and * smoothstep.. to try: convert degrees in radiants, divide by 2 and
* smoothstep cosine */ * smoothstep cosine */
" HSL.x += 180.0;" " if ((HSL.x) > 360.0) HSL.x -= 360.0;" " HSL.x += 180.0;"
" if ((HSL.x) > 360.0) HSL.x -= 360.0;"
/* damn, it is extremely hard to get rid of human face reds! */ /* damn, it is extremely hard to get rid of human face reds! */
/* picked hue is slightly shifted towards violet to prevent this but /* picked hue is slightly shifted towards violet to prevent this but
* still fails.. maybe hsl is not well suited for this */ * still fails.. maybe hsl is not well suited for this */
" float a = smoothstep (110.0, 150.0, HSL.x);" " float a = smoothstep (110.0, 150.0, HSL.x);"
" float b = smoothstep (170.0, 210.0, HSL.x);" " float b = smoothstep (170.0, 210.0, HSL.x);"
" float alpha = a - b;" " float alpha = a - b;"
" gl_FragColor = color * alpha + luma * (1.0 - alpha);" "}"; " gl_FragColor = color * alpha + luma * (1.0 - alpha);"
"}";
const gchar *interpolate_fragment_source = const gchar *interpolate_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n" "#extension GL_ARB_texture_rectangle : enable\n"
@ -402,7 +446,8 @@ const gchar *interpolate_fragment_source =
"vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);" "vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
"vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);" "vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
"vec4 white = vec4(1.0);" "vec4 white = vec4(1.0);"
"gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;" "}"; "gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;"
"}";
const gchar *texture_interp_fragment_source = const gchar *texture_interp_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n" "#extension GL_ARB_texture_rectangle : enable\n"
@ -438,3 +483,5 @@ const gchar *difference_fragment_source =
"vec4 currentcolor = texture2DRect (current, gl_TexCoord[0].st);" "vec4 currentcolor = texture2DRect (current, gl_TexCoord[0].st);"
"gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor)));" "gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor)));"
"}"; "}";
/* *INDENT-ON* */