/* * 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 /* A common file for sources is needed since shader sources can be * generic and reused by several effects */ /* Mirror effect */ const gchar *mirror_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;" " normcoord.x *= sign (normcoord.x);" " texturecoord = (normcoord + 1.0) * tex_size;" " vec4 color = texture2DRect (tex, texturecoord); " " gl_FragColor = color * gl_Color;" "}"; /* Squeeze effect */ const gchar *squeeze_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);" " 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;" "}"; /* 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 */ " 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;" "}"; /* 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);" " float phi = atan (normcoord.y, normcoord.x);" /* height dependent rotation coeff.. why the hell this angle has * different effect with different sizes? */ " phi += (1.0 - smoothstep (-0.6, 0.6, r)) * height * 2.0/100.0;" " normcoord.x = r * cos(phi);" " normcoord.y = r * sin(phi);" " 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);" "}"; /* horizontal convolution */ const gchar *hconv9_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float norm_const;" "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);" */ /* don't use array constructor so we don't have to depend on #version 120 */ " 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;" "}"; /* vertical convolution */ const gchar *vconv9_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float norm_const;" "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);" */ /* don't use array constructor so we don't have to depend on #version 120 */ " 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;" "}"; /* 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;" "}"; /* 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));" " vec4 outcolor;" " 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 () {" " 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;" "}"; 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;" "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);" "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)));" "}";