libavdevice/opengl_enc_shaders.h
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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_SHADERS_H
 #define AVDEVICE_OPENGL_SHADERS_H
 
 #include "libavutil/pixfmt.h"
 
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 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.
  */
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 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.
  */
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 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.
  */
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 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.
  */
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 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.
  */
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 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.
  */
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 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);"
     "}";
 
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 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()"
     "{"
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         "float c = texture2D(u_texture0, texture_coordinate).r;"
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         "gl_FragColor = vec4(c, c, c, 1.0);"
     "}";
 
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 #endif /* AVDEVICE_OPENGL_SHADERS_H */