Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
Download
52867 views
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 */
189
190