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2b8de2d1bc
And also use the default fragment shader text for the identity effect
460 lines
14 KiB
C
460 lines
14 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., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#if HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <gst/gl/gstglconfig.h>
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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 (-0.5 * pow ((i - l) / sigma, 2.0));
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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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/* Mirror effect */
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#if GST_GL_HAVE_OPENGL
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const gchar *mirror_fragment_source_opengl =
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"uniform sampler2D tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord - 0.5;"
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" normcoord.x *= sign (normcoord.x);"
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" texturecoord = normcoord + 0.5;"
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" vec4 color = texture2D (tex, texturecoord);"
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" gl_FragColor = color * gl_Color;"
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"}";
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#endif
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#if GST_GL_HAVE_GLES2
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const gchar *mirror_fragment_source_gles2 =
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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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" 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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"}";
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#endif
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/* Squeeze effect */
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#if GST_GL_HAVE_OPENGL
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const gchar *squeeze_fragment_source_opengl =
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"uniform sampler2D tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].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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"}";
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#endif
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#if GST_GL_HAVE_GLES2
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const gchar *squeeze_fragment_source_gles2 =
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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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" 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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"}";
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#endif
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/* Stretch Effect */
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const gchar *stretch_fragment_source =
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"uniform sampler2D tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord - 0.5;"
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" float r = length (normcoord);"
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" normcoord *= 2.0 - smoothstep(0.0, 0.35, r);"
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" texturecoord = normcoord + 0.5;"
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" vec4 color = texture2D (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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"uniform sampler2D tex;"
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"void main () {"
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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 - 0.5);"
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" float r = length(normcoord);"
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" normcoord *= clamp (r, 0.0, 0.275) / r;"
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" texturecoord = normcoord + 0.5;"
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" vec4 color = texture2D (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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"uniform sampler2D tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord - 0.5;"
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" float r = length (normcoord);"
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" normcoord *= r * sqrt(2);"
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" texturecoord = normcoord + 0.5;"
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" vec4 color = texture2D (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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"uniform sampler2D tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord - 0.5;"
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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, 0.3, 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 + 0.5;"
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" vec4 color = texture2D (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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"uniform sampler2D tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord - 0.5;"
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" float r = length (normcoord);"
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" normcoord *= smoothstep (-0.05, 0.25, r);"
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" texturecoord = normcoord + 0.5;"
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" vec4 color = texture2D (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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"uniform sampler2D tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord - 0.5;"
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" float r = length (normcoord);"
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" normcoord *= 1.0 + smoothstep(0.125, 0.25, abs(normcoord));"
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" normcoord /= 2.0; /* zoom amount */"
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" texturecoord = normcoord + 0.5;"
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" vec4 color = texture2D (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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"uniform sampler2D tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" vec4 color = texture2D(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 *sep_sobel_length_fragment_source =
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"uniform sampler2D tex;"
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"uniform bool invert;"
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"void main () {"
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" vec4 g = texture2D (tex, gl_TexCoord[0].st);"
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/* restore black background with grey edges */
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" g -= vec4(0.5, 0.5, 0.0, 0.0);"
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" float len = length (g);"
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/* little trick to avoid IF operator */
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/* TODO: test if a standalone inverting pass is worth */
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" gl_FragColor = abs(vec4(vec3(float(invert) - len), 1.0));"
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"}";
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const gchar *desaturate_fragment_source =
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"uniform sampler2D tex;"
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"void main () {"
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" vec4 color = texture2D (tex, gl_TexCoord[0].st);"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
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" gl_FragColor = vec4(vec3(luma), color.a);"
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"}";
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const gchar *sep_sobel_hconv3_fragment_source =
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"uniform sampler2D tex;"
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"uniform float width;"
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"void main () {"
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" float w = 1.0 / width;"
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" vec2 texturecoord[3];"
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" texturecoord[1] = gl_TexCoord[0].st;"
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" texturecoord[0] = texturecoord[1] - vec2(w, 0.0);"
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" texturecoord[2] = texturecoord[1] + vec2(w, 0.0);"
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" float grad_kern[3];"
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" grad_kern[0] = 1.0;"
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" grad_kern[1] = 0.0;"
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" grad_kern[2] = -1.0;"
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" float blur_kern[3];"
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" blur_kern[0] = 0.25;"
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" blur_kern[1] = 0.5;"
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" blur_kern[2] = 0.25;"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 3; i++) { "
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" vec4 neighbor = texture2D(tex, texturecoord[i]); "
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" sum.r = neighbor.r * blur_kern[i] + sum.r;"
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" sum.g = neighbor.g * grad_kern[i] + sum.g;"
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" }"
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" gl_FragColor = sum + vec4(0.0, 0.5, 0.0, 0.0);"
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"}";
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const gchar *sep_sobel_vconv3_fragment_source =
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"uniform sampler2D tex;"
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"uniform float height;"
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"void main () {"
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" float h = 1.0 / height;"
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" vec2 texturecoord[3];"
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" texturecoord[1] = gl_TexCoord[0].st;"
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" texturecoord[0] = texturecoord[1] - vec2(0.0, h);"
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" texturecoord[2] = texturecoord[1] + vec2(0.0, h);"
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" float grad_kern[3];"
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" grad_kern[0] = 1.0;"
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" grad_kern[1] = 0.0;"
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" grad_kern[2] = -1.0;"
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" float blur_kern[3];"
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" blur_kern[0] = 0.25;"
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" blur_kern[1] = 0.5;"
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" blur_kern[2] = 0.25;"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 3; i++) { "
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" vec4 neighbor = texture2D(tex, texturecoord[i]); "
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" sum.r = neighbor.r * grad_kern[i] + sum.r;"
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" sum.g = neighbor.g * blur_kern[i] + sum.g;"
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" }"
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" gl_FragColor = sum + vec4(0.5, 0.0, 0.0, 0.0);"
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"}";
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/* horizontal convolution 7x7 */
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const gchar *hconv7_fragment_source =
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"uniform sampler2D tex;"
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"uniform float kernel[7];"
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"uniform float width;"
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"void main () {"
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" float w = 1.0 / width;"
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" vec2 texturecoord[7];"
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" texturecoord[3] = gl_TexCoord[0].st;"
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" texturecoord[2] = texturecoord[3] - vec2(w, 0.0);"
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" texturecoord[1] = texturecoord[2] - vec2(w, 0.0);"
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" texturecoord[0] = texturecoord[1] - vec2(w, 0.0);"
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" texturecoord[4] = texturecoord[3] + vec2(w, 0.0);"
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" texturecoord[5] = texturecoord[4] + vec2(w, 0.0);"
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" texturecoord[6] = texturecoord[5] + vec2(w, 0.0);"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 7; i++) { "
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" vec4 neighbor = texture2D(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 7x7 */
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const gchar *vconv7_fragment_source =
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"uniform sampler2D tex;"
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"uniform float kernel[7];"
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"uniform float height;"
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"void main () {"
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" float h = 1.0 / height;"
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" vec2 texturecoord[7];"
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" texturecoord[3] = gl_TexCoord[0].st;"
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" texturecoord[2] = texturecoord[3] - vec2(0.0, h);"
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" texturecoord[1] = texturecoord[2] - vec2(0.0, h);"
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" texturecoord[0] = texturecoord[1] - vec2(0.0, h);"
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" texturecoord[4] = texturecoord[3] + vec2(0.0, h);"
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" texturecoord[5] = texturecoord[4] + vec2(0.0, h);"
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" texturecoord[6] = texturecoord[5] + vec2(0.0, h);"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 7; i++) { "
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" vec4 neighbor = texture2D(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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"uniform sampler2D base;"
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"uniform sampler2D 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 = texture2D (base, gl_TexCoord[0].st);"
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" vec4 blendcolor = texture2D (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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"uniform sampler2D base;"
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"uniform sampler2D blend;"
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"uniform float alpha;"
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"void main () {"
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" vec4 basecolor = texture2D (base, gl_TexCoord[0].st);"
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" vec4 blendcolor = texture2D (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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"uniform sampler2D 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 = texture2D (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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"uniform sampler2D tex;"
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"uniform sampler1D curve;"
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"void main () {"
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" vec4 color = texture2D (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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"uniform sampler2D tex;"
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"void main () {"
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" vec4 color = texture2D (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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/* calculate hue with the Preucil formula */
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" float cosh = color.r - 0.5*(color.g + color.b);"
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/* sqrt(3)/2 = 0.866 */
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" float sinh = 0.866*(color.g - color.b);"
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/* hue = atan2 h */
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" float sch = (1.0-sinh)*cosh;"
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/* ok this is a little trick I came up because I didn't find any
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* detailed proof of the Preucil formula. The issue is that tan(h) is
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* pi-periodic so the smoothstep thing gives both reds (h = 0) and
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* cyans (h = 180). I don't want to use atan since it requires
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* branching and doesn't work on i915. So take only the right half of
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* the circle where cosine is positive */
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/* take a slightly purple color trying to get rid of human skin reds */
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/* tanh = +-1.0 for h = +-45, where yellow=60, magenta=-60 */
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" float a = smoothstep (0.3, 1.0, sch);"
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" float b = smoothstep (-0.4, -0.1, sinh);"
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" float mix = a * b;"
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" gl_FragColor = color * mix + luma * (1.0 - mix);"
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"}";
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const gchar *interpolate_fragment_source =
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"uniform sampler2D base;"
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"uniform sampler2D blend;"
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"void main () {"
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"vec4 basecolor = texture2D (base, gl_TexCoord[0].st);"
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"vec4 blendcolor = texture2D (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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const gchar *texture_interp_fragment_source =
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"uniform sampler2D base;"
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"uniform sampler2D blend;"
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"uniform sampler2D alpha;"
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"void main () {"
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" vec4 basecolor = texture2D (base, gl_TexCoord[0].st);"
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" vec4 blendcolor = texture2D (blend, gl_TexCoord[0].st);"
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" vec4 alphacolor = texture2D (alpha, gl_TexCoord[0].st);"
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" gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;"
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"}";
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const gchar *difference_fragment_source =
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"uniform sampler2D saved;"
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"uniform sampler2D current;"
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"void main () {"
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"vec4 savedcolor = texture2D (saved, gl_TexCoord[0].st);"
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"vec4 currentcolor = texture2D (current, gl_TexCoord[0].st);"
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"gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor)));"
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"}";
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/* *INDENT-ON* */
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