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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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799efcb133
Provide a function to get the affine matrix in the meta in terms of NDC coordinates and use as a standard opengl matrix. Also advertise support for the affine transformation meta in the allocation query.
82 lines
2.5 KiB
C
82 lines
2.5 KiB
C
/*
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* GStreamer
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* Copyright (C) 2015 Matthew Waters <matthew@centricular.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., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstglshaderstrings.h"
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/* *INDENT-OFF* */
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const gchar *gst_gl_shader_string_vertex_default =
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = a_position;\n"
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" v_texcoord = a_texcoord;\n"
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"}\n";
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const gchar *gst_gl_shader_string_vertex_mat4_texture_transform =
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"uniform mat4 u_transformation;\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = a_position;\n"
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" v_texcoord = (u_transformation * vec4(a_texcoord, 0, 1)).xy;\n"
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"}\n";
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const gchar *gst_gl_shader_string_vertex_mat4_vertex_transform =
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"uniform mat4 u_transformation;\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = u_transformation * a_position;\n"
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" v_texcoord = a_texcoord;\n"
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"}\n";
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const gchar *gst_gl_shader_string_fragment_default =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = texture2D(tex, v_texcoord);\n"
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"}";
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const gchar *gst_gl_shader_string_fragment_external_oes_default =
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"#extension GL_OES_EGL_image_external : require\n"
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES tex;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = texture2D(tex, v_texcoord);\n"
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"}";
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/* *INDENT-ON* */
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