/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * * 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. */ #include #include #include /* A common file for sources is needed since shader sources can be * 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 */ /* fill a normalized and zero centered gaussian vector for separable * gaussian convolution */ void fill_gaussian_kernel (float *kernel, int size, float sigma) { int i; float sum; int l; /* need an odd sized vector to center it at zero */ g_return_if_fail ((size % 2) != 0); sum = 0.0; l = (size - 1) / 2; for (i = 0; i < size; i++) { kernel[i] = expf (-pow ((i - l), 2.0) / (2 * sigma)); sum += kernel[i]; } for (i = 0; i < size; i++) { kernel[i] /= sum; } } /* *INDENT-OFF* */ /* Vertex shader */ const gchar *vertex_shader_source = "attribute vec4 a_position;" "attribute vec2 a_texCoord;" "varying vec2 v_texCoord;" "void main()" "{" " gl_Position = a_position;" " v_texCoord = a_texCoord;" "}"; /* Identity effect */ const gchar *identity_fragment_source = "precision mediump float;" "varying vec2 v_texCoord;" "uniform sampler2D tex;" "void main()" "{" " gl_FragColor = texture2D(tex, v_texCoord);" "}"; /* Mirror effect */ const gchar *mirror_fragment_source = #ifndef OPENGL_ES2 "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float width, height;" #else "precision mediump float;" "varying vec2 v_texCoord;" "uniform sampler2D tex;" #endif "void main () {" #ifndef OPENGL_ES2 " 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;" #else " vec2 texturecoord = v_texCoord.xy;" " float normcoord = texturecoord.x - 0.5;" " normcoord *= sign (normcoord);" " texturecoord.x = (normcoord + 0.5);" " gl_FragColor = texture2D (tex, texturecoord);" #endif "}"; /* Squeeze effect */ const gchar *squeeze_fragment_source = #ifndef OPENGL_ES2 "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float width, height;" #else "precision mediump float;" "varying vec2 v_texCoord;" "uniform sampler2D tex;" #endif "void main () {" #ifndef OPENGL_ES2 " 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;" #else " vec2 texturecoord = v_texCoord.xy;" " vec2 normcoord = texturecoord - 0.5;" " float r = length (normcoord);" " r = pow(r, 0.40)*1.3;" " normcoord = normcoord / r;" " texturecoord = (normcoord + 0.5);" " gl_FragColor = texture2D (tex, texturecoord);" #endif "}"; /* Stretch Effect */ const gchar *stretch_fragment_source = "#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;" "}"; /* Light Tunnel effect */ const gchar *tunnel_fragment_source = "#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 with * rect textures */ " normcoord = (texturecoord - tex_size) / tex_size.x;" " float r = length(normcoord);" " normcoord *= clamp (r, 0.0, 0.5) / r;" " texturecoord = (normcoord * tex_size.x) + tex_size;" " vec4 color = texture2DRect (tex, texturecoord); " " gl_FragColor = color;" "}"; /* FishEye effect */ const gchar *fisheye_fragment_source = "#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;" "}"; /* Twirl effect */ const gchar *twirl_fragment_source = "#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);" /* calculate rotation angle: maximum (about pi/2) at the origin and * gradually decrease it up to 0.6 of each quadrant */ " float phi = (1.0 - smoothstep (0.0, 0.6, r)) * 1.6;" /* precalculate sin phi and cos phi, save some alu */ " float s = sin(phi);" " float c = cos(phi);" /* rotate */ " normcoord *= mat2(c, s, -s, c);" " texturecoord = (normcoord + 1.0) * tex_size;" " vec4 color = texture2DRect (tex, texturecoord); " " gl_FragColor = color;" "}"; /* Bulge effect */ const gchar *bulge_fragment_source = "#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;" "}"; /* Square Effect */ const gchar *square_fragment_source = "#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);" "}"; /* horizontal convolution */ const gchar *hconv9_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float kernel[9];" "void main () {" " vec2 texturecoord[10];" " float s = gl_TexCoord[0].s;" " float t = gl_TexCoord[0].t;" " texturecoord[0] = vec2(s-4.0, t);" " texturecoord[1] = vec2(s-3.0, t);" " texturecoord[2] = vec2(s-2.0, t);" " texturecoord[3] = vec2(s-1.0, t);" " texturecoord[4] = vec2(s, t);" " texturecoord[5] = vec2(s+1.0, t);" " texturecoord[6] = vec2(s+2.0, t);" " texturecoord[7] = vec2(s+3.0, t);" " texturecoord[8] = vec2(s+4.0, t);" " int i;" " vec4 sum = vec4 (0.0);" " for (i = 0; i < 9; i++) { " " vec4 neighbor = texture2DRect(tex, texturecoord[i]); " " sum += neighbor * kernel[i];" " }" " gl_FragColor = sum;" "}"; /* vertical convolution */ const gchar *vconv9_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float kernel[9];" "void main () {" " vec2 texturecoord[9];" " float s = gl_TexCoord[0].s;" " float t = gl_TexCoord[0].t;" " texturecoord[0] = vec2(s, t-4.0);" " texturecoord[1] = vec2(s, t-3.0);" " texturecoord[2] = vec2(s, t-2.0);" " texturecoord[3] = vec2(s, t-1.0);" " texturecoord[4] = vec2(s, t);" " texturecoord[5] = vec2(s, t+1.0);" " texturecoord[6] = vec2(s, t+2.0);" " texturecoord[7] = vec2(s, t+3.0);" " texturecoord[8] = vec2(s, t+4.0);" " int i;" " vec4 sum = vec4 (0.0);" " for (i = 0; i < 9; i++) { " " vec4 neighbor = texture2DRect(tex, texturecoord[i]);" " sum += neighbor * kernel[i]; " " }" " gl_FragColor = sum;" "}"; /* TODO: support several blend modes */ 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;" "}"; const gchar *multiply_fragment_source = "#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 = (1.0 - alpha) * basecolor + alpha * basecolor * blendcolor;" "}"; /* lut operations, map luma to tex1d, see orange book (chapter 19) */ const gchar *luma_to_curve_fragment_source = "#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;" "}"; /* lut operations, map rgb to tex1d, see orange book (chapter 19) */ const gchar *rgb_to_curve_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform sampler1D curve;" "void main () {" " vec4 color = texture2DRect (tex, gl_TexCoord[0].st);" " 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;" "}"; const gchar *sin_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "vec3 rgb2hsl (vec3 v)" "{" /* TODO: check this algorythm */ " 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);" /* 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 cosine */ " 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! */ /* picked hue is slightly shifted towards violet to prevent this but * still fails.. maybe hsl is not well suited for this */ " 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;" "uniform float final_width, final_height;" "uniform float base_width, base_height;" /* "uniform float blend_width, blend_height;" "uniform float alpha_width, alpha_height;" */ "void main () {" "vec2 base_scale = vec2 (base_width, base_height) / vec2 (final_width, final_height);" /* "vec2 blend_scale = vec2 (blend_width, blend_height) / vec2 (final_width, final_height);" "vec2 alpha_scale = vec2 (alpha_width, alpha_height) / vec2 (final_width, final_height);" */ "vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st * base_scale);" "vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);" "vec4 alphacolor = texture2DRect (alpha, gl_TexCoord[0].st);" // "gl_FragColor = alphacolor;" "gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;" "}"; const gchar *difference_fragment_source = "#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)));" "}"; /* *INDENT-ON* */