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    /*
     * 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
    
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    #include "libavutil/pixfmt.h"
    
    
    static const char * const FF_OPENGL_VERTEX_SHADER =
    
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        "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 =
    
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    #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 =
    
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    #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 =
    
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    #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 =
    
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    #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 =
    
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    #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 =
    
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    #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 */