1 /* 2 * Copyright (c) 2014 Lukasz Marek 3 * 4 * This file is part of FFmpeg. 5 * 6 * FFmpeg is free software; you can redistribute it and/or 7 * modify it under the terms of the GNU Lesser General Public 8 * License as published by the Free Software Foundation; either 9 * version 2.1 of the License, or (at your option) any later version. 10 * 11 * FFmpeg is distributed in the hope that it will be useful, 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 14 * Lesser General Public License for more details. 15 * 16 * You should have received a copy of the GNU Lesser General Public 17 * License along with FFmpeg; if not, write to the Free Software 18 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 19 */ 20 21 #ifndef AVDEVICE_OPENGL_ENC_SHADERS_H 22 #define AVDEVICE_OPENGL_ENC_SHADERS_H 23 24 #include "libavutil/pixfmt.h" 25 26 static const char * const FF_OPENGL_VERTEX_SHADER = 27 "uniform mat4 u_projectionMatrix;" 28 "uniform mat4 u_modelViewMatrix;" 29 30 "attribute vec4 a_position;" 31 "attribute vec2 a_textureCoords;" 32 33 "varying vec2 texture_coordinate;" 34 35 "void main()" 36 "{" 37 "gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);" 38 "texture_coordinate = a_textureCoords;" 39 "}"; 40 41 /** 42 * Fragment shader for packet RGBA formats. 43 */ 44 static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET = 45 #if defined(GL_ES_VERSION_2_0) 46 "precision mediump float;" 47 #endif 48 "uniform sampler2D u_texture0;" 49 "uniform mat4 u_colorMap;" 50 51 "varying vec2 texture_coordinate;" 52 53 "void main()" 54 "{" 55 "gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;" 56 "}"; 57 58 /** 59 * Fragment shader for packet RGB formats. 60 */ 61 static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET = 62 #if defined(GL_ES_VERSION_2_0) 63 "precision mediump float;" 64 #endif 65 "uniform sampler2D u_texture0;" 66 "uniform mat4 u_colorMap;" 67 68 "varying vec2 texture_coordinate;" 69 70 "void main()" 71 "{" 72 "gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);" 73 "}"; 74 75 /** 76 * Fragment shader for planar RGBA formats. 77 */ 78 static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR = 79 #if defined(GL_ES_VERSION_2_0) 80 "precision mediump float;" 81 #endif 82 "uniform sampler2D u_texture0;" 83 "uniform sampler2D u_texture1;" 84 "uniform sampler2D u_texture2;" 85 "uniform sampler2D u_texture3;" 86 87 "varying vec2 texture_coordinate;" 88 89 "void main()" 90 "{" 91 "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r," 92 "texture2D(u_texture1, texture_coordinate).r," 93 "texture2D(u_texture2, texture_coordinate).r," 94 "texture2D(u_texture3, texture_coordinate).r);" 95 "}"; 96 97 /** 98 * Fragment shader for planar RGB formats. 99 */ 100 static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR = 101 #if defined(GL_ES_VERSION_2_0) 102 "precision mediump float;" 103 #endif 104 "uniform sampler2D u_texture0;" 105 "uniform sampler2D u_texture1;" 106 "uniform sampler2D u_texture2;" 107 108 "varying vec2 texture_coordinate;" 109 110 "void main()" 111 "{" 112 "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r," 113 "texture2D(u_texture1, texture_coordinate).r," 114 "texture2D(u_texture2, texture_coordinate).r," 115 "1.0);" 116 "}"; 117 118 /** 119 * Fragment shader for planar YUV formats. 120 */ 121 static const char * const FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR = 122 #if defined(GL_ES_VERSION_2_0) 123 "precision mediump float;" 124 #endif 125 "uniform sampler2D u_texture0;" 126 "uniform sampler2D u_texture1;" 127 "uniform sampler2D u_texture2;" 128 "uniform float u_chroma_div_w;" 129 "uniform float u_chroma_div_h;" 130 131 "varying vec2 texture_coordinate;" 132 133 "void main()" 134 "{" 135 "vec3 yuv;" 136 137 "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;" 138 "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" 139 "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" 140 141 "gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643," 142 "0.0, -0.39173, 2.0170," 143 "1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);" 144 145 "}"; 146 147 /** 148 * Fragment shader for planar YUVA formats. 149 */ 150 static const char * const FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR = 151 #if defined(GL_ES_VERSION_2_0) 152 "precision mediump float;" 153 #endif 154 "uniform sampler2D u_texture0;" 155 "uniform sampler2D u_texture1;" 156 "uniform sampler2D u_texture2;" 157 "uniform sampler2D u_texture3;" 158 "uniform float u_chroma_div_w;" 159 "uniform float u_chroma_div_h;" 160 161 "varying vec2 texture_coordinate;" 162 163 "void main()" 164 "{" 165 "vec3 yuv;" 166 167 "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;" 168 "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" 169 "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" 170 171 "gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643," 172 "0.0, -0.39173, 2.0170," 173 "1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);" 174 "}"; 175 176 static const char * const FF_OPENGL_FRAGMENT_SHADER_GRAY = 177 #if defined(GL_ES_VERSION_2_0) 178 "precision mediump float;" 179 #endif 180 "uniform sampler2D u_texture0;" 181 "varying vec2 texture_coordinate;" 182 "void main()" 183 "{" 184 "float c = texture2D(u_texture0, texture_coordinate).r;" 185 "gl_FragColor = vec4(c, c, c, 1.0);" 186 "}"; 187 188 #endif /* AVDEVICE_OPENGL_ENC_SHADERS_H */ 189