gstreamer/gst-libs/gst/gl/gstglshaderstrings.c
Matthew Waters 2d62b2910c gl: take the affine transformation in NDC
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.
2017-12-09 19:32:19 +00:00

82 lines
2.5 KiB
C

/*
* GStreamer
* Copyright (C) 2015 Matthew Waters <matthew@centricular.com>
*
* 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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstglshaderstrings.h"
/* *INDENT-OFF* */
const gchar *gst_gl_shader_string_vertex_default =
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = a_position;\n"
" v_texcoord = a_texcoord;\n"
"}\n";
const gchar *gst_gl_shader_string_vertex_mat4_texture_transform =
"uniform mat4 u_transformation;\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = a_position;\n"
" v_texcoord = (u_transformation * vec4(a_texcoord, 0, 1)).xy;\n"
"}\n";
const gchar *gst_gl_shader_string_vertex_mat4_vertex_transform =
"uniform mat4 u_transformation;\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = u_transformation * a_position;\n"
" v_texcoord = a_texcoord;\n"
"}\n";
const gchar *gst_gl_shader_string_fragment_default =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, v_texcoord);\n"
"}";
const gchar *gst_gl_shader_string_fragment_external_oes_default =
"#extension GL_OES_EGL_image_external : require\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, v_texcoord);\n"
"}";
/* *INDENT-ON* */