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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"
+
+const char *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.
+ */
+const char *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.
+ */
+const char *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.
+ */
+const char *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.
+ */
+const char *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.
+ */
+const char *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.
+ */
+const char *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);"
+ "}";
+
+#endif /* AVDEVICE_OPENGL_SHADERS_H */