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[ffmpeg] / libavdevice / opengl_enc_shaders.h
1 /*
2  * Copyright (c) 2014 Lukasz Marek
3  *
4  * This file is part of FFmpeg.
5  *
6  * FFmpeg is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * FFmpeg is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with FFmpeg; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
19  */
20
21 #ifndef AVDEVICE_OPENGL_ENC_SHADERS_H
22 #define AVDEVICE_OPENGL_ENC_SHADERS_H
23
24 #include "libavutil/pixfmt.h"
25
26 static const char * const FF_OPENGL_VERTEX_SHADER =
27     "uniform mat4 u_projectionMatrix;"
28     "uniform mat4 u_modelViewMatrix;"
29
30     "attribute vec4 a_position;"
31     "attribute vec2 a_textureCoords;"
32
33     "varying vec2 texture_coordinate;"
34
35     "void main()"
36     "{"
37         "gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);"
38         "texture_coordinate = a_textureCoords;"
39     "}";
40
41 /**
42  * Fragment shader for packet RGBA formats.
43  */
44 static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
45 #if defined(GL_ES_VERSION_2_0)
46     "precision mediump float;"
47 #endif
48     "uniform sampler2D u_texture0;"
49     "uniform mat4 u_colorMap;"
50
51     "varying vec2 texture_coordinate;"
52
53     "void main()"
54     "{"
55         "gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;"
56     "}";
57
58 /**
59  * Fragment shader for packet RGB formats.
60  */
61 static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
62 #if defined(GL_ES_VERSION_2_0)
63     "precision mediump float;"
64 #endif
65     "uniform sampler2D u_texture0;"
66     "uniform mat4 u_colorMap;"
67
68     "varying vec2 texture_coordinate;"
69
70     "void main()"
71     "{"
72         "gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);"
73     "}";
74
75 /**
76  * Fragment shader for planar RGBA formats.
77  */
78 static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
79 #if defined(GL_ES_VERSION_2_0)
80     "precision mediump float;"
81 #endif
82     "uniform sampler2D u_texture0;"
83     "uniform sampler2D u_texture1;"
84     "uniform sampler2D u_texture2;"
85     "uniform sampler2D u_texture3;"
86
87     "varying vec2 texture_coordinate;"
88
89     "void main()"
90     "{"
91         "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
92                             "texture2D(u_texture1, texture_coordinate).r,"
93                             "texture2D(u_texture2, texture_coordinate).r,"
94                             "texture2D(u_texture3, texture_coordinate).r);"
95     "}";
96
97 /**
98  * Fragment shader for planar RGB formats.
99  */
100 static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
101 #if defined(GL_ES_VERSION_2_0)
102     "precision mediump float;"
103 #endif
104     "uniform sampler2D u_texture0;"
105     "uniform sampler2D u_texture1;"
106     "uniform sampler2D u_texture2;"
107
108     "varying vec2 texture_coordinate;"
109
110     "void main()"
111     "{"
112         "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
113                             "texture2D(u_texture1, texture_coordinate).r,"
114                             "texture2D(u_texture2, texture_coordinate).r,"
115                             "1.0);"
116     "}";
117
118 /**
119  * Fragment shader for planar YUV formats.
120  */
121 static const char * const  FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
122 #if defined(GL_ES_VERSION_2_0)
123     "precision mediump float;"
124 #endif
125     "uniform sampler2D u_texture0;"
126     "uniform sampler2D u_texture1;"
127     "uniform sampler2D u_texture2;"
128     "uniform float u_chroma_div_w;"
129     "uniform float u_chroma_div_h;"
130
131     "varying vec2 texture_coordinate;"
132
133     "void main()"
134     "{"
135         "vec3 yuv;"
136
137         "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
138         "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
139         "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
140
141         "gl_FragColor = clamp(vec4(mat3(1.1643,  1.16430, 1.1643,"
142                                        "0.0,    -0.39173, 2.0170,"
143                                        "1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);"
144
145     "}";
146
147 /**
148  * Fragment shader for planar YUVA formats.
149  */
150 static const char * const FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
151 #if defined(GL_ES_VERSION_2_0)
152     "precision mediump float;"
153 #endif
154     "uniform sampler2D u_texture0;"
155     "uniform sampler2D u_texture1;"
156     "uniform sampler2D u_texture2;"
157     "uniform sampler2D u_texture3;"
158     "uniform float u_chroma_div_w;"
159     "uniform float u_chroma_div_h;"
160
161     "varying vec2 texture_coordinate;"
162
163     "void main()"
164     "{"
165         "vec3 yuv;"
166
167         "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
168         "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
169         "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
170
171         "gl_FragColor = clamp(vec4(mat3(1.1643,  1.16430, 1.1643,"
172                                        "0.0,    -0.39173, 2.0170,"
173                                        "1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);"
174     "}";
175
176 static const char * const FF_OPENGL_FRAGMENT_SHADER_GRAY =
177 #if defined(GL_ES_VERSION_2_0)
178     "precision mediump float;"
179 #endif
180     "uniform sampler2D u_texture0;"
181     "varying vec2 texture_coordinate;"
182     "void main()"
183     "{"
184         "float c = texture2D(u_texture0, texture_coordinate).r;"
185         "gl_FragColor = vec4(c, c, c, 1.0);"
186     "}";
187
188 #endif /* AVDEVICE_OPENGL_ENC_SHADERS_H */