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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 | |
*/ | |
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 = | |
"precision mediump float;" | |
"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 = | |
"precision mediump float;" | |
"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 = | |
"precision mediump float;" | |
"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 = | |
"precision mediump float;" | |
"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 = | |
"precision mediump float;" | |
"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 = | |
"precision mediump float;" | |
"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 = | |
"precision mediump float;" | |
"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);" | |
"}"; | |