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author | James Almer <jamrial@gmail.com> | 2025-02-19 12:53:27 -0300 |
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committer | James Almer <jamrial@gmail.com> | 2025-03-28 14:33:07 -0300 |
commit | 9283c5251f6a96d09b12e1b344437c885d673464 (patch) | |
tree | 33875fb243a3d61227b405a147c989258ea4c4b7 /libavdevice/opengl_enc_shaders.h | |
parent | a5064a72fff55c6b918861ba342b7176d8ed0c0d (diff) | |
download | ffmpeg-9283c5251f6a96d09b12e1b344437c885d673464.tar.gz |
avdevice: remove deprecated FF_API_OPENGL_DEVICE
Deprecated since 2024-02-28.
Signed-off-by: James Almer <jamrial@gmail.com>
Diffstat (limited to 'libavdevice/opengl_enc_shaders.h')
-rw-r--r-- | libavdevice/opengl_enc_shaders.h | 188 |
1 files changed, 0 insertions, 188 deletions
diff --git a/libavdevice/opengl_enc_shaders.h b/libavdevice/opengl_enc_shaders.h deleted file mode 100644 index 67ee0ae7b4..0000000000 --- a/libavdevice/opengl_enc_shaders.h +++ /dev/null @@ -1,188 +0,0 @@ -/* - * 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 */ |