/* * Copyright (c) 2014 Lukasz Marek * * This file is part of FFmpeg. * * FFmpeg is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * FFmpeg 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with FFmpeg; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ #ifndef AVDEVICE_OPENGL_ENC_SHADERS_H #define AVDEVICE_OPENGL_ENC_SHADERS_H #include "libavutil/pixfmt.h" static const char * const FF_OPENGL_VERTEX_SHADER = "uniform mat4 u_projectionMatrix;" "uniform mat4 u_modelViewMatrix;" "attribute vec4 a_position;" "attribute vec2 a_textureCoords;" "varying vec2 texture_coordinate;" "void main()" "{" "gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);" "texture_coordinate = a_textureCoords;" "}"; /** * Fragment shader for packet RGBA formats. */ static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET = #if defined(GL_ES_VERSION_2_0) "precision mediump float;" #endif "uniform sampler2D u_texture0;" "uniform mat4 u_colorMap;" "varying vec2 texture_coordinate;" "void main()" "{" "gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;" "}"; /** * Fragment shader for packet RGB formats. */ static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET = #if defined(GL_ES_VERSION_2_0) "precision mediump float;" #endif "uniform sampler2D u_texture0;" "uniform mat4 u_colorMap;" "varying vec2 texture_coordinate;" "void main()" "{" "gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);" "}"; /** * Fragment shader for planar RGBA formats. */ static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR = #if defined(GL_ES_VERSION_2_0) "precision mediump float;" #endif "uniform sampler2D u_texture0;" "uniform sampler2D u_texture1;" "uniform sampler2D u_texture2;" "uniform sampler2D u_texture3;" "varying vec2 texture_coordinate;" "void main()" "{" "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r," "texture2D(u_texture1, texture_coordinate).r," "texture2D(u_texture2, texture_coordinate).r," "texture2D(u_texture3, texture_coordinate).r);" "}"; /** * Fragment shader for planar RGB formats. */ static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR = #if defined(GL_ES_VERSION_2_0) "precision mediump float;" #endif "uniform sampler2D u_texture0;" "uniform sampler2D u_texture1;" "uniform sampler2D u_texture2;" "varying vec2 texture_coordinate;" "void main()" "{" "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r," "texture2D(u_texture1, texture_coordinate).r," "texture2D(u_texture2, texture_coordinate).r," "1.0);" "}"; /** * Fragment shader for planar YUV formats. */ static const char * const FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR = #if defined(GL_ES_VERSION_2_0) "precision mediump float;" #endif "uniform sampler2D u_texture0;" "uniform sampler2D u_texture1;" "uniform sampler2D u_texture2;" "uniform float u_chroma_div_w;" "uniform float u_chroma_div_h;" "varying vec2 texture_coordinate;" "void main()" "{" "vec3 yuv;" "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;" "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" "gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643," "0.0, -0.39173, 2.0170," "1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);" "}"; /** * Fragment shader for planar YUVA formats. */ static const char * const FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR = #if defined(GL_ES_VERSION_2_0) "precision mediump float;" #endif "uniform sampler2D u_texture0;" "uniform sampler2D u_texture1;" "uniform sampler2D u_texture2;" "uniform sampler2D u_texture3;" "uniform float u_chroma_div_w;" "uniform float u_chroma_div_h;" "varying vec2 texture_coordinate;" "void main()" "{" "vec3 yuv;" "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;" "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" "gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643," "0.0, -0.39173, 2.0170," "1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);" "}"; static const char * const FF_OPENGL_FRAGMENT_SHADER_GRAY = #if defined(GL_ES_VERSION_2_0) "precision mediump float;" #endif "uniform sampler2D u_texture0;" "varying vec2 texture_coordinate;" "void main()" "{" "float c = texture2D(u_texture0, texture_coordinate).r;" "gl_FragColor = vec4(c, c, c, 1.0);" "}"; #endif /* AVDEVICE_OPENGL_ENC_SHADERS_H */