gstreamer/gst/gl/effects/gstgleffectssources.c
2014-03-15 18:36:24 +01:00

78 lines
2.6 KiB
C

/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#include <gstgleffectssources.h>
/* 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;"
"}";