mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-10 11:29:55 +00:00
f6b0a1db7b
Fix multiply_fragment_source to compile with Apple GLSL compiler. https://bugzilla.gnome.org/show_bug.cgi?id=616748
489 lines
16 KiB
C
489 lines
16 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 <gstgleffects.h>
|
|
#include <gstgleffectssources.h>
|
|
#include <math.h>
|
|
|
|
/* A common file for sources is needed since shader sources can be
|
|
* generic and reused by several effects */
|
|
|
|
/* FIXME */
|
|
/* Move sooner or later into single .frag .vert files and either bake
|
|
* them into a c file at compile time or load them at run time */
|
|
|
|
|
|
/* fill a normalized and zero centered gaussian vector for separable
|
|
* gaussian convolution */
|
|
|
|
void
|
|
fill_gaussian_kernel (float *kernel, int size, float sigma)
|
|
{
|
|
int i;
|
|
float sum;
|
|
int l;
|
|
|
|
/* need an odd sized vector to center it at zero */
|
|
g_return_if_fail ((size % 2) != 0);
|
|
|
|
sum = 0.0;
|
|
l = (size - 1) / 2.0;
|
|
|
|
for (i = 0; i < size; i++) {
|
|
kernel[i] = exp (-pow ((i - l), 2.0) / (2 * sigma));
|
|
sum += kernel[i];
|
|
}
|
|
|
|
for (i = 0; i < size; i++) {
|
|
kernel[i] /= sum;
|
|
}
|
|
}
|
|
|
|
/* *INDENT-OFF* */
|
|
|
|
/* Vertex shader */
|
|
const gchar *vertex_shader_source =
|
|
"attribute vec4 a_position;"
|
|
"attribute vec2 a_texCoord;"
|
|
"varying vec2 v_texCoord;"
|
|
"void main()"
|
|
"{"
|
|
" gl_Position = a_position;"
|
|
" v_texCoord = a_texCoord;"
|
|
"}";
|
|
|
|
/* Identity effect */
|
|
const gchar *identity_fragment_source =
|
|
"precision mediump float;"
|
|
"varying vec2 v_texCoord;"
|
|
"uniform sampler2D tex;"
|
|
"void main()"
|
|
"{"
|
|
" gl_FragColor = texture2D(tex, v_texCoord);"
|
|
"}";
|
|
|
|
/* Mirror effect */
|
|
const gchar *mirror_fragment_source =
|
|
#ifndef OPENGL_ES2
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"uniform float width, height;"
|
|
#else
|
|
"precision mediump float;"
|
|
"varying vec2 v_texCoord;"
|
|
"uniform sampler2D tex;"
|
|
#endif
|
|
"void main () {"
|
|
#ifndef OPENGL_ES2
|
|
" 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;"
|
|
#else
|
|
" vec2 texturecoord = v_texCoord.xy;"
|
|
" float normcoord = texturecoord.x - 0.5;"
|
|
" normcoord *= sign (normcoord);"
|
|
" texturecoord.x = (normcoord + 0.5);"
|
|
" gl_FragColor = texture2D (tex, texturecoord);"
|
|
#endif
|
|
"}";
|
|
|
|
|
|
/* Squeeze effect */
|
|
const gchar *squeeze_fragment_source =
|
|
#ifndef OPENGL_ES2
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"uniform float width, height;"
|
|
#else
|
|
"precision mediump float;"
|
|
"varying vec2 v_texCoord;"
|
|
"uniform sampler2D tex;"
|
|
#endif
|
|
"void main () {"
|
|
#ifndef OPENGL_ES2
|
|
" 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;"
|
|
#else
|
|
" vec2 texturecoord = v_texCoord.xy;"
|
|
" vec2 normcoord = texturecoord - 0.5;"
|
|
" float r = length (normcoord);"
|
|
" r = pow(r, 0.40)*1.3;"
|
|
" normcoord = normcoord / r;"
|
|
" texturecoord = (normcoord + 0.5);"
|
|
" gl_FragColor = texture2D (tex, texturecoord);"
|
|
#endif
|
|
"}";
|
|
|
|
|
|
/* 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;"
|
|
"}";
|
|
|
|
/* Light Tunnel effect */
|
|
const gchar *tunnel_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;"
|
|
/* little trick with normalized coords to obtain a circle with
|
|
* rect textures */
|
|
" normcoord = (texturecoord - tex_size) / tex_size.x;"
|
|
" float r = length(normcoord);"
|
|
" normcoord *= clamp (r, 0.0, 0.5) / r;"
|
|
" texturecoord = (normcoord * tex_size.x) + tex_size;"
|
|
" vec4 color = texture2DRect (tex, texturecoord); "
|
|
" gl_FragColor = color;"
|
|
"}";
|
|
|
|
/* FishEye effect */
|
|
const gchar *fisheye_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 *= r/sqrt(2.0);"
|
|
" texturecoord = (normcoord + 1.0) * tex_size;"
|
|
" vec4 color = texture2DRect (tex, texturecoord);"
|
|
" gl_FragColor = color;"
|
|
"}";
|
|
|
|
|
|
/* Twirl effect */
|
|
const gchar *twirl_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);"
|
|
/* calculate rotation angle: maximum (about pi/2) at the origin and
|
|
* gradually decrease it up to 0.6 of each quadrant */
|
|
" float phi = (1.0 - smoothstep (0.0, 0.6, r)) * 1.6;"
|
|
/* precalculate sin phi and cos phi, save some alu */
|
|
" float s = sin(phi);"
|
|
" float c = cos(phi);"
|
|
/* rotate */
|
|
" normcoord *= mat2(c, s, -s, c);"
|
|
" texturecoord = (normcoord + 1.0) * tex_size;"
|
|
" vec4 color = texture2DRect (tex, texturecoord); "
|
|
" gl_FragColor = color;"
|
|
"}";
|
|
|
|
|
|
/* Bulge effect */
|
|
const gchar *bulge_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 *= smoothstep (-0.1, 0.5, r);"
|
|
" texturecoord = (normcoord + 1.0) * tex_size;"
|
|
" vec4 color = texture2DRect (tex, texturecoord);"
|
|
" gl_FragColor = color;"
|
|
"}";
|
|
|
|
|
|
/* Square Effect */
|
|
const gchar *square_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"uniform float width;"
|
|
"uniform float 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 *= 1.0 + smoothstep(0.25, 0.5, abs(normcoord));"
|
|
" normcoord /= 2.0; /* zoom amount */"
|
|
" texturecoord = (normcoord + 1.0) * tex_size;"
|
|
" vec4 color = texture2DRect (tex, texturecoord);"
|
|
" gl_FragColor = color * gl_Color;"
|
|
"}";
|
|
|
|
|
|
const gchar *luma_threshold_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"void main () {"
|
|
" vec2 texturecoord = gl_TexCoord[0].st;"
|
|
" int i;"
|
|
" vec4 color = texture2DRect(tex, texturecoord);"
|
|
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));" /* BT.709 (from orange book) */
|
|
" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
|
|
"}";
|
|
|
|
const gchar *sobel_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"uniform float hkern[9];"
|
|
"uniform float vkern[9];"
|
|
"uniform bool invert;"
|
|
"void main () {"
|
|
" vec2 offset[9] = vec2[9] ( vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0),"
|
|
" vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0),"
|
|
" vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) );"
|
|
" vec2 texturecoord = gl_TexCoord[0].st;"
|
|
" int i;"
|
|
" float luma;"
|
|
" float gx = 0.0;"
|
|
" float gy = 0.0 ;"
|
|
" for (i = 0; i < 9; i++) { "
|
|
" if(hkern[i] != 0.0 || vkern[i] != 0.0) {"
|
|
" vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i])); "
|
|
" luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a));"
|
|
" gx += luma * hkern[i]; "
|
|
" gy += luma * vkern[i]; "
|
|
" }"
|
|
" }"
|
|
" float g = sqrt(gx*gx + gy*gy);"
|
|
" if (invert) g = 1.0 - g;"
|
|
" gl_FragColor = vec4(vec3(g), 1.0);"
|
|
"}";
|
|
|
|
|
|
/* horizontal convolution */
|
|
const gchar *hconv9_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"uniform float kernel[9];"
|
|
"void main () {"
|
|
" vec2 texturecoord = gl_TexCoord[0].st;"
|
|
" texturecoord.s -= 4.0;"
|
|
" int i;"
|
|
" vec4 sum = vec4 (0.0);"
|
|
" for (i = 0; i < 9; i++) { "
|
|
" vec4 neighbor = texture2DRect(tex, texturecoord); "
|
|
" ++texturecoord.s;"
|
|
" sum += neighbor * kernel[i];"
|
|
" }"
|
|
" gl_FragColor = sum;"
|
|
"}";
|
|
|
|
/* vertical convolution */
|
|
const gchar *vconv9_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"uniform float kernel[9];"
|
|
"void main () {"
|
|
" vec2 texturecoord = gl_TexCoord[0].st;"
|
|
" texturecoord.t -= 4.0;"
|
|
" int i;"
|
|
" vec4 sum = vec4 (0.0);"
|
|
" for (i = 0; i < 9; i++) { "
|
|
" vec4 neighbor = texture2DRect(tex, texturecoord); "
|
|
" ++texturecoord.t;"
|
|
" sum += neighbor * kernel[i]; "
|
|
" }"
|
|
" gl_FragColor = sum;"
|
|
"}";
|
|
|
|
|
|
/* TODO: support several blend modes */
|
|
const gchar *sum_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect base;"
|
|
"uniform sampler2DRect blend;"
|
|
"uniform float alpha;"
|
|
"uniform float beta;"
|
|
"void main () {"
|
|
" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
|
|
" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
|
|
" gl_FragColor = alpha * basecolor + beta * blendcolor;"
|
|
"}";
|
|
|
|
const gchar *multiply_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect base;"
|
|
"uniform sampler2DRect blend;"
|
|
"uniform float alpha;"
|
|
"void main () {"
|
|
" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
|
|
" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
|
|
" gl_FragColor = (1.0 - alpha) * basecolor + alpha * basecolor * blendcolor;"
|
|
"}";
|
|
|
|
/* lut operations, map luma to tex1d, see orange book (chapter 19) */
|
|
const gchar *luma_to_curve_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"uniform sampler1D curve;"
|
|
"void main () {"
|
|
" vec2 texturecoord = gl_TexCoord[0].st;"
|
|
" vec4 color = texture2DRect (tex, texturecoord);"
|
|
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
|
|
" color = texture1D(curve, luma);"
|
|
" gl_FragColor = color;"
|
|
"}";
|
|
|
|
|
|
/* lut operations, map rgb to tex1d, see orange book (chapter 19) */
|
|
const gchar *rgb_to_curve_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"uniform sampler1D curve;"
|
|
"void main () {"
|
|
" vec2 texturecoord = gl_TexCoord[0].st;"
|
|
" vec4 color = texture2DRect (tex, texturecoord);"
|
|
" vec4 outcolor;"
|
|
" outcolor.r = texture1D(curve, color.r).r;"
|
|
" outcolor.g = texture1D(curve, color.g).g;"
|
|
" outcolor.b = texture1D(curve, color.b).b;"
|
|
" outcolor.a = color.a;"
|
|
" gl_FragColor = outcolor;"
|
|
"}";
|
|
|
|
const gchar *sin_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect tex;"
|
|
"vec3 rgb2hsl (vec3 v)"
|
|
"{"
|
|
/* TODO: check this algorythm */
|
|
" float MIN, MAX;"
|
|
" float r, g, b;"
|
|
" float h, l, s;"
|
|
" float delta;"
|
|
" h = 0.0; l = 0.0; s = 0.0;"
|
|
" r = v.r; g = v.g; b = v.b;"
|
|
" MIN = min (r, min (g, b));"
|
|
" MAX = max (r, max (g, b));"
|
|
" delta = MAX - MIN;"
|
|
" l = (MAX + MIN) / 2.0;"
|
|
" if ((MAX - MIN) < 0.0001) { h = 0.0; s = 0.0; }"
|
|
" else {"
|
|
" if (l <= 0.5) s = (MAX - MIN) / (MAX + MIN);"
|
|
" else s = (MAX - MIN) / (2.0 - MAX - MIN);"
|
|
" if (r == MAX) h = (g - b) / delta;"
|
|
" else if (g == MAX) h = 2.0 + (b - r) / delta;"
|
|
" else h = 4.0 + (r - g) / delta;"
|
|
" h *= 60.0;"
|
|
" if (h < 0.0) h += 360.0;"
|
|
" }"
|
|
" return vec3 (h, l, s);"
|
|
"}"
|
|
"void main () {"
|
|
" vec3 HSL, RGB;"
|
|
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
|
|
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
|
|
" HSL = rgb2hsl (color.rgb);"
|
|
/* move hls discontinuity away from the desired red zone so we can use
|
|
* smoothstep.. to try: convert degrees in radiants, divide by 2 and
|
|
* smoothstep cosine */
|
|
" HSL.x += 180.0;"
|
|
" if ((HSL.x) > 360.0) HSL.x -= 360.0;"
|
|
/* damn, it is extremely hard to get rid of human face reds! */
|
|
/* picked hue is slightly shifted towards violet to prevent this but
|
|
* still fails.. maybe hsl is not well suited for this */
|
|
" float a = smoothstep (110.0, 150.0, HSL.x);"
|
|
" float b = smoothstep (170.0, 210.0, HSL.x);"
|
|
" float alpha = a - b;"
|
|
" gl_FragColor = color * alpha + luma * (1.0 - alpha);"
|
|
"}";
|
|
|
|
const gchar *interpolate_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect base;"
|
|
"uniform sampler2DRect blend;"
|
|
"void main () {"
|
|
"vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
|
|
"vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
|
|
"vec4 white = vec4(1.0);"
|
|
"gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;"
|
|
"}";
|
|
|
|
const gchar *texture_interp_fragment_source =
|
|
"#extension GL_ARB_texture_rectangle : enable\n"
|
|
"uniform sampler2DRect base;"
|
|
"uniform sampler2DRect blend;"
|
|
"uniform sampler2DRect alpha;"
|
|
"uniform float final_width, final_height;"
|
|
"uniform float base_width, base_height;"
|
|
/*
|
|
"uniform float blend_width, blend_height;"
|
|
"uniform float alpha_width, alpha_height;"
|
|
*/
|
|
"void main () {"
|
|
"vec2 base_scale = vec2 (base_width, base_height) / vec2 (final_width, final_height);"
|
|
/*
|
|
"vec2 blend_scale = vec2 (blend_width, blend_height) / vec2 (final_width, final_height);"
|
|
"vec2 alpha_scale = vec2 (alpha_width, alpha_height) / vec2 (final_width, final_height);"
|
|
*/
|
|
|
|
"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);"
|
|
// "gl_FragColor = alphacolor;"
|
|
"gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;"
|
|
"}";
|
|
|
|
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)));"
|
|
"}";
|
|
|
|
/* *INDENT-ON* */
|