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diff --git a/src/graphics/shaders/standard.frag b/src/graphics/shaders/standard.frag
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+//
+// libavg - Media Playback Engine.
+// Copyright (C) 2003-2011 Ulrich von Zadow
+//
+// This library 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 of the License, or (at your option) any later version.
+//
+// This library 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 this library; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+//
+// Current versions can be found at www.libavg.de
+//
+
+uniform sampler2D u_Texture;
+uniform sampler2D u_CBTexture;
+uniform sampler2D u_CRTexture;
+uniform sampler2D u_ATexture;
+uniform sampler2D u_MaskTexture;
+uniform int u_ColorModel; // 0=rgb, 1=yuv, 2=alpha, 3=yuva
+uniform float u_Alpha;
+uniform vec4 u_ColorCoeff0;
+uniform vec4 u_ColorCoeff1;
+uniform vec4 u_ColorCoeff2;
+uniform vec4 u_ColorCoeff3;
+uniform bool u_bUseColorCoeff;
+uniform vec4 u_Gamma;
+uniform bool u_bPremultipliedAlpha;
+uniform bool u_bUseMask;
+uniform vec2 u_MaskPos;
+uniform vec2 u_MaskSize;
+
+#ifndef FRAGMENT_ONLY
+varying vec2 v_TexCoord;
+varying vec4 v_Color;
+#endif
+
+
+vec4 convertYCbCr(mat4 colorCoeff, vec4 tex)
+{
+ vec4 yuv;
+ yuv = vec4(tex.r,
+ texture2D(u_CBTexture, v_TexCoord).r,
+ texture2D(u_CRTexture, v_TexCoord).r,
+ 1.0);
+ vec4 rgb;
+ rgb = colorCoeff*yuv;
+ return vec4(rgb.rgb, u_Alpha);
+}
+
+void main(void)
+{
+ vec4 rgba;
+ mat4 colorCoeff;
+ colorCoeff[0] = u_ColorCoeff0;
+ colorCoeff[1] = u_ColorCoeff1;
+ colorCoeff[2] = u_ColorCoeff2;
+ colorCoeff[3] = u_ColorCoeff3;
+ vec4 tex = texture2D(u_Texture, v_TexCoord);
+ if (u_ColorModel == 0 || u_ColorModel == 2) {
+ float a;
+ if (u_ColorModel == 0) { // 0 = rgb
+ rgba = tex;
+ a = u_Alpha;
+ } else { // 2 = alpha
+ rgba = v_Color;
+ a = tex.a*u_Alpha;
+ }
+ if (u_bUseColorCoeff) {
+ rgba = colorCoeff*rgba;
+ }
+ rgba.a *= a;
+#ifdef ENABLE_YUV_CONVERSION
+ } else if (u_ColorModel == 1) { // yuv
+ rgba = convertYCbCr(colorCoeff, tex);
+ } else if (u_ColorModel == 3) { // yuva
+ rgba = convertYCbCr(colorCoeff, tex);
+ rgba.a *= texture2D(u_ATexture, v_TexCoord).r;
+#endif
+ } else {
+ rgba = vec4(1,1,1,1);
+ }
+ rgba = max(rgba, vec4(0.,0.,0.,0.));
+ rgba = pow(rgba, u_Gamma);
+ if (u_bUseMask) {
+ float mask = texture2D(u_MaskTexture, (v_TexCoord/u_MaskSize)-u_MaskPos).r;
+ if (u_bPremultipliedAlpha) {
+ rgba.rgb *= mask;
+ }
+ rgba.a *= mask;
+ }
+ gl_FragColor = rgba;
+}
+