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
26static 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 */
44static 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 */
61static 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 */
78static 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 */
100static 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 */
121static 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 */
150static 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
176static 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 */
189