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opengl_enc_shaders.h
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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_SHADERS_H
22 #define AVDEVICE_OPENGL_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_SHADERS_H */