- std::string vertex = \r
- "void main() \n"\r
- "{ \n"\r
- " gl_TexCoord[0] = gl_MultiTexCoord0; \n"\r
- " gl_TexCoord[1] = gl_MultiTexCoord1; \n"\r
- " gl_FrontColor = gl_Color; \n"\r
- " gl_Position = ftransform(); \n"\r
- "} \n";\r
-\r
- std::string fragment = std::string() +\r
- "uniform sampler2D background; \n"\r
- "uniform sampler2D plane[4]; \n"\r
- "uniform sampler2D local_key; \n"\r
- "uniform sampler2D layer_key; \n"\r
- " \n"\r
- "uniform bool is_hd; \n"\r
- "uniform bool has_local_key; \n"\r
- "uniform bool has_layer_key; \n"\r
- "uniform int blend_mode; \n"\r
- "uniform int interlace_mode; \n"\r
- "uniform int pixel_format; \n"\r
- " \n"\r
- "uniform float gain; \n"\r
- " \n"\r
- "uniform bool levels; \n"\r
- "uniform float min_input; \n"\r
- "uniform float max_input; \n"\r
- "uniform float gamma; \n"\r
- "uniform float min_output; \n"\r
- "uniform float max_output; \n"\r
- " \n"\r
- "uniform bool csb; \n"\r
- "uniform float brt; \n"\r
- "uniform float sat; \n"\r
- "uniform float con; \n"\r
- " \n"\r
-\r
- +\r
-\r
- get_blend_glsl()\r
- \r
- +\r
-\r
- "vec3 get_blend_color(vec3 back, vec3 fore) \n"\r
- "{ \n"\r
- " switch(blend_mode) \n"\r
- " { \n"\r
- " case 0: return BlendNormal(back, fore); \n"\r
- " case 1: return BlendLighten(back, fore); \n"\r
- " case 2: return BlendDarken(back, fore); \n"\r
- " case 3: return BlendMultiply(back, fore); \n"\r
- " case 4: return BlendAverage(back, fore); \n"\r
- " case 5: return BlendAdd(back, fore); \n"\r
- " case 6: return BlendSubstract(back, fore); \n"\r
- " case 7: return BlendDifference(back, fore); \n"\r
- " case 8: return BlendNegation(back, fore); \n"\r
- " case 9: return BlendExclusion(back, fore); \n"\r
- " case 10: return BlendScreen(back, fore); \n"\r
- " case 11: return BlendOverlay(back, fore); \n"\r
- //" case 12: return BlendSoftLight(back, fore); \n"\r
- " case 13: return BlendHardLight(back, fore); \n"\r
- " case 14: return BlendColorDodge(back, fore); \n"\r
- " case 15: return BlendColorBurn(back, fore); \n"\r
- " case 16: return BlendLinearDodge(back, fore); \n"\r
- " case 17: return BlendLinearBurn(back, fore); \n"\r
- " case 18: return BlendLinearLight(back, fore); \n"\r
- " case 19: return BlendVividLight(back, fore); \n"\r
- " case 20: return BlendPinLight(back, fore); \n"\r
- " case 21: return BlendHardMix(back, fore); \n"\r
- " case 22: return BlendReflect(back, fore); \n"\r
- " case 23: return BlendGlow(back, fore); \n"\r
- " case 24: return BlendPhoenix(back, fore); \n"\r
- " case 25: return BlendHue(back, fore); \n"\r
- " case 26: return BlendSaturation(back, fore); \n"\r
- " case 27: return BlendColor(back, fore); \n"\r
- " case 28: return BlendLuminosity(back, fore); \n"\r
- " } \n"\r
- " \n"\r
- " return BlendNormal(back, fore); \n"\r
- "} \n"\r
- " \n" \r
- "vec4 blend_color(vec4 fore) \n"\r
- "{ \n"\r
- " fore.rgb = fore.bgr; // bgr to rgb \n"\r
- " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
- " if(levels) \n"\r
- " fore.rgb = LevelsControl(fore.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
- " if(csb) \n"\r
- " fore.rgb = ContrastSaturationBrightness(fore.rgb, brt, sat, con); \n"\r
- " fore.rgb = get_blend_color(back.bgr, fore.rgb); \n"\r
- " fore.rgb = fore.bgr; // rgb to bgr \n"\r
- " return vec4(fore.rgb * fore.a + back.rgb * (1.0-fore.a), back.a + fore.a); \n"\r
- "} \n"\r
- " \n"\r
- "// NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf \n"\r
- "// TODO: Support for more yuv formats might be needed. \n"\r
- "vec4 ycbcra_to_bgra_sd(float y, float cb, float cr, float a) \n"\r
- "{ \n"\r
- " cb -= 0.5; \n"\r
- " cr -= 0.5; \n"\r
- " y = 1.164*(y-0.0625); \n"\r
- " \n"\r
- " vec4 color; \n"\r
- " color.r = y + 1.596 * cr; \n"\r
- " color.g = y - 0.813 * cr - 0.391 * cb; \n"\r
- " color.b = y + 2.018 * cb; \n"\r
- " color.a = a; \n"\r
- " \n"\r
- " return color; \n"\r
- "} \n" \r
- " \n"\r
- "vec4 ycbcra_to_bgra_hd(float y, float cb, float cr, float a) \n"\r
- "{ \n"\r
- " cb -= 0.5; \n"\r
- " cr -= 0.5; \n"\r
- " y = 1.164*(y-0.0625); \n"\r
- " \n"\r
- " vec4 color; \n"\r
- " color.r = y + 1.793 * cr; \n"\r
- " color.g = y - 0.534 * cr - 0.213 * cb; \n"\r
- " color.b = y + 2.115 * cb; \n"\r
- " color.a = a; \n"\r
- " \n"\r
- " return color; \n"\r
- "} \n" \r
- " \n" \r
- "vec4 ycbcra_to_bgra(float y, float cb, float cr, float a) \n"\r
- "{ \n"\r
- " if(is_hd) \n"\r
- " return ycbcra_to_bgra_hd(y, cb, cr, a); \n"\r
- " else \n"\r
- " return ycbcra_to_bgra_sd(y, cb, cr, a); \n"\r
- "} \n"\r
- " \n"\r
- "vec4 get_bgra_color() \n"\r
- "{ \n"\r
- " switch(pixel_format) \n"\r
- " { \n"\r
- " case 0: //gray \n"\r
- " return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); \n"\r
- " case 1: //bgra, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"\r
- " case 2: //rgba, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).bgra; \n"\r
- " case 3: //argb, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).abgr; \n"\r
- " case 4: //abgr, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).grab; \n"\r
- " case 5: //ycbcr, \n"\r
- " { \n"\r
- " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"\r
- " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"\r
- " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"\r
- " return ycbcra_to_bgra(y, cb, cr, 1.0); \n"\r
- " } \n"\r
- " case 6: //ycbcra \n"\r
- " { \n"\r
- " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"\r
- " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"\r
- " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"\r
- " float a = texture2D(plane[3], gl_TexCoord[0].st).r; \n"\r
- " return ycbcra_to_bgra(y, cb, cr, a); \n"\r
- " } \n"\r
- " } \n"\r
- " return vec4(0.0, 0.0, 0.0, 0.0); \n"\r
- "} \n"\r
- " \n"\r
- "void main() \n"\r
- "{ \n"\r
- " switch(interlace_mode) \n"\r
- " { \n"\r
- " case 1: // lower \n"\r
- " { \n"\r
- " bool odd = mod(floor(gl_FragCoord.y), 2.0) > 0.5; \n"\r
- " if(!odd) \n"\r
- " discard; \n"\r
- " break; \n"\r
- " } \n"\r
- " case 2: //upper \n"\r
- " { \n"\r
- " bool odd = mod(floor(gl_FragCoord.y), 2.0) > 0.5; \n"\r
- " if(odd) \n"\r
- " discard; \n"\r
- " break; \n"\r
- " } \n"\r
- " } \n"\r
- " \n"\r
- " vec4 color = get_bgra_color(); \n"\r
- " if(has_local_key) \n"\r
- " color.a *= texture2D(local_key, gl_TexCoord[1].st).r; \n"\r
- " if(has_layer_key) \n"\r
- " color.a *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"\r
- " gl_FragColor = blend_color(color * gl_Color * gain); \n"\r
- "} \n"\r
- ;\r
-\r
- shader_.reset(new shader(vertex, fragment));\r
- }\r