aboutsummaryrefslogtreecommitdiffstats
path: root/libavdevice/opengl_enc_shaders.h
blob: ed8b3d30413898f997b9d361af934451695aee2f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
/*
 * 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"

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_SHADERS_H */