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Diffstat (limited to 'src/graphics/shaders/standard.frag')
-rw-r--r-- | src/graphics/shaders/standard.frag | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/src/graphics/shaders/standard.frag b/src/graphics/shaders/standard.frag new file mode 100644 index 0000000..d77e835 --- /dev/null +++ b/src/graphics/shaders/standard.frag @@ -0,0 +1,101 @@ +// +// 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; +} + |