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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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506 lines
16 KiB
C
506 lines
16 KiB
C
/*
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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 <gstgleffects.h>
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#include <gstgleffectssources.h>
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#include <math.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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/* FIXME */
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/* Move sooner or later into single .frag .vert files and either bake
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* them into a c file at compile time or load them at run time */
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/* fill a normalized and zero centered gaussian vector for separable
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* gaussian convolution */
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void
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fill_gaussian_kernel (float *kernel, int size, float sigma)
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{
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int i;
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float sum;
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int l;
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/* need an odd sized vector to center it at zero */
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g_return_if_fail ((size % 2) != 0);
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sum = 0.0;
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l = (size - 1) / 2;
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for (i = 0; i < size; i++) {
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kernel[i] = expf (-pow ((i - l), 2.0) / (2 * sigma));
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sum += kernel[i];
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}
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for (i = 0; i < size; i++) {
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kernel[i] /= sum;
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}
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}
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/* *INDENT-OFF* */
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/* Vertex shader */
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const gchar *vertex_shader_source =
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"attribute vec4 a_position;"
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"attribute vec2 a_texCoord;"
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"varying vec2 v_texCoord;"
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"void main()"
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"{"
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" gl_Position = a_position;"
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" v_texCoord = a_texCoord;"
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"}";
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/* Identity effect */
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const gchar *identity_fragment_source =
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"precision mediump float;"
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"varying vec2 v_texCoord;"
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"uniform sampler2D tex;"
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"void main()"
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"{"
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" gl_FragColor = texture2D(tex, v_texCoord);"
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"}";
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/* Mirror effect */
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const gchar *mirror_fragment_source =
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#ifndef OPENGL_ES2
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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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#else
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"precision mediump float;"
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"varying vec2 v_texCoord;"
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"uniform sampler2D tex;"
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#endif
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"void main () {"
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#ifndef OPENGL_ES2
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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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#else
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" vec2 texturecoord = v_texCoord.xy;"
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" float normcoord = texturecoord.x - 0.5;"
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" normcoord *= sign (normcoord);"
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" texturecoord.x = (normcoord + 0.5);"
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" gl_FragColor = texture2D (tex, texturecoord);"
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#endif
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"}";
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/* Squeeze effect */
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const gchar *squeeze_fragment_source =
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#ifndef OPENGL_ES2
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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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#else
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"precision mediump float;"
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"varying vec2 v_texCoord;"
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"uniform sampler2D tex;"
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#endif
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"void main () {"
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#ifndef OPENGL_ES2
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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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#else
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" vec2 texturecoord = v_texCoord.xy;"
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" vec2 normcoord = texturecoord - 0.5;"
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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 + 0.5);"
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" gl_FragColor = texture2D (tex, texturecoord);"
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#endif
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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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/* Light Tunnel effect */
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const gchar *tunnel_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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/* little trick with normalized coords to obtain a circle with
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* rect textures */
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" normcoord = (texturecoord - tex_size) / tex_size.x;"
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" float r = length(normcoord);"
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" normcoord *= clamp (r, 0.0, 0.5) / r;"
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" texturecoord = (normcoord * tex_size.x) + tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color;"
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"}";
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/* FishEye effect */
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const gchar *fisheye_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 *= r/sqrt(2.0);"
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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;"
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"}";
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/* Twirl effect */
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const gchar *twirl_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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/* calculate rotation angle: maximum (about pi/2) at the origin and
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* gradually decrease it up to 0.6 of each quadrant */
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" float phi = (1.0 - smoothstep (0.0, 0.6, r)) * 1.6;"
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/* precalculate sin phi and cos phi, save some alu */
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" float s = sin(phi);"
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" float c = cos(phi);"
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/* rotate */
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" normcoord *= mat2(c, s, -s, c);"
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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;"
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"}";
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/* Bulge effect */
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const gchar *bulge_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 *= smoothstep (-0.1, 0.5, 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;"
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"}";
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/* Square Effect */
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const gchar *square_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;"
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"uniform float 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 *= 1.0 + smoothstep(0.25, 0.5, abs(normcoord));"
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" normcoord /= 2.0; /* zoom amount */"
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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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const gchar *sobel_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 hkern[9];"
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"uniform float vkern[9];"
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"uniform bool invert;"
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"void main () {"
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" vec2 offset[9] = vec2[9] ( vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0),"
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" vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0),"
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" vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) );"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" float luma;"
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" float gx = 0.0;"
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" float gy = 0.0 ;"
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" for (i = 0; i < 9; i++) { "
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" if(hkern[i] != 0.0 || vkern[i] != 0.0) {"
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" vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i])); "
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" luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a));"
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" gx += luma * hkern[i]; "
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" gy += luma * vkern[i]; "
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" }"
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" }"
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" float g = sqrt(gx*gx + gy*gy);"
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" if (invert) g = 1.0 - g;"
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" gl_FragColor = vec4(vec3(g), 1.0);"
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"}";
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/* horizontal convolution */
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const gchar *hconv9_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 kernel[9];"
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"void main () {"
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" vec2 texturecoord[10];"
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" float s = gl_TexCoord[0].s;"
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" float t = gl_TexCoord[0].t;"
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" texturecoord[0] = vec2(s-4.0, t);"
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" texturecoord[1] = vec2(s-3.0, t);"
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" texturecoord[2] = vec2(s-2.0, t);"
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" texturecoord[3] = vec2(s-1.0, t);"
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" texturecoord[4] = vec2(s, t);"
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" texturecoord[5] = vec2(s+1.0, t);"
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" texturecoord[6] = vec2(s+2.0, t);"
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" texturecoord[7] = vec2(s+3.0, t);"
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" texturecoord[8] = vec2(s+4.0, t);"
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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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" vec4 neighbor = texture2DRect(tex, texturecoord[i]); "
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" sum += neighbor * kernel[i];"
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" }"
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" gl_FragColor = sum;"
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"}";
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/* vertical convolution */
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const gchar *vconv9_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 kernel[9];"
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"void main () {"
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" vec2 texturecoord[9];"
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" float s = gl_TexCoord[0].s;"
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" float t = gl_TexCoord[0].t;"
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" texturecoord[0] = vec2(s, t-4.0);"
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" texturecoord[1] = vec2(s, t-3.0);"
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" texturecoord[2] = vec2(s, t-2.0);"
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" texturecoord[3] = vec2(s, t-1.0);"
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" texturecoord[4] = vec2(s, t);"
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" texturecoord[5] = vec2(s, t+1.0);"
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" texturecoord[6] = vec2(s, t+2.0);"
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" texturecoord[7] = vec2(s, t+3.0);"
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" texturecoord[8] = vec2(s, t+4.0);"
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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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" vec4 neighbor = texture2DRect(tex, texturecoord[i]);"
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" sum += neighbor * kernel[i]; "
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" }"
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" gl_FragColor = sum;"
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"}";
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/* TODO: support several blend modes */
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const gchar *sum_fragment_source =
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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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"uniform float alpha;"
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"uniform float beta;"
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"void main () {"
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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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" gl_FragColor = alpha * basecolor + beta * blendcolor;"
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"}";
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const gchar *multiply_fragment_source =
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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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"uniform float alpha;"
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"void main () {"
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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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" gl_FragColor = (1.0 - alpha) * basecolor + alpha * basecolor * blendcolor;"
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"}";
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/* lut operations, map luma to tex1d, see orange book (chapter 19) */
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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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" color = texture1D(curve, luma);"
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" gl_FragColor = color;"
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"}";
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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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" vec4 color = texture2DRect (tex, gl_TexCoord[0].st);"
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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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const gchar *sin_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"vec3 rgb2hsl (vec3 v)"
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"{"
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/* TODO: check this algorythm */
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" float MIN, MAX;"
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" float r, g, b;"
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" float h, l, s;"
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" float delta;"
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" h = 0.0; l = 0.0; s = 0.0;"
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" r = v.r; g = v.g; b = v.b;"
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" MIN = min (r, min (g, b));"
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" MAX = max (r, max (g, b));"
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" delta = MAX - MIN;"
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" l = (MAX + MIN) / 2.0;"
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" if ((MAX - MIN) < 0.0001) { h = 0.0; s = 0.0; }"
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" else {"
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" if (l <= 0.5) s = (MAX - MIN) / (MAX + MIN);"
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" else s = (MAX - MIN) / (2.0 - MAX - MIN);"
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" if (r == MAX) h = (g - b) / delta;"
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" else if (g == MAX) h = 2.0 + (b - r) / delta;"
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" else h = 4.0 + (r - g) / delta;"
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" h *= 60.0;"
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" if (h < 0.0) h += 360.0;"
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" }"
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" return vec3 (h, l, s);"
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"}"
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"void main () {"
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" vec3 HSL, RGB;"
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
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" HSL = rgb2hsl (color.rgb);"
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/* move hls discontinuity away from the desired red zone so we can use
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* smoothstep.. to try: convert degrees in radiants, divide by 2 and
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* smoothstep cosine */
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" HSL.x += 180.0;"
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" if ((HSL.x) > 360.0) HSL.x -= 360.0;"
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/* damn, it is extremely hard to get rid of human face reds! */
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/* picked hue is slightly shifted towards violet to prevent this but
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* still fails.. maybe hsl is not well suited for this */
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" float a = smoothstep (110.0, 150.0, HSL.x);"
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" float b = smoothstep (170.0, 210.0, HSL.x);"
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" float alpha = a - b;"
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" gl_FragColor = color * alpha + luma * (1.0 - alpha);"
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"}";
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const gchar *interpolate_fragment_source =
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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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"void main () {"
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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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"vec4 white = vec4(1.0);"
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"gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;"
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"}";
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|
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const gchar *texture_interp_fragment_source =
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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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"uniform sampler2DRect alpha;"
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"uniform float final_width, final_height;"
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"uniform float base_width, base_height;"
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|
/*
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"uniform float blend_width, blend_height;"
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"uniform float alpha_width, alpha_height;"
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*/
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"void main () {"
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"vec2 base_scale = vec2 (base_width, base_height) / vec2 (final_width, final_height);"
|
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/*
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"vec2 blend_scale = vec2 (blend_width, blend_height) / vec2 (final_width, final_height);"
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"vec2 alpha_scale = vec2 (alpha_width, alpha_height) / vec2 (final_width, final_height);"
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|
*/
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|
|
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"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);"
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// "gl_FragColor = alphacolor;"
|
|
"gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;"
|
|
"}";
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|
|
|
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)));"
|
|
"}";
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|
|
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/* *INDENT-ON* */
|