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authorreimar <reimar@b3059339-0415-0410-9bf9-f77b7e298cf2>2006-07-12 10:49:20 +0000
committerreimar <reimar@b3059339-0415-0410-9bf9-f77b7e298cf2>2006-07-12 10:49:20 +0000
commitb91ba5d64831df1ef5ef24119195f60588c8cf7f (patch)
tree8ccb8ad3515709712af69e87b3b35b1d829fadc9 /TOOLS
parent072aca08b367f4567b823cae4636463bcf5db179 (diff)
downloadmpv-b91ba5d64831df1ef5ef24119195f60588c8cf7f.tar.bz2
mpv-b91ba5d64831df1ef5ef24119195f60588c8cf7f.tar.xz
Fix for changed env parameter contents and improve speed.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@19023 b3059339-0415-0410-9bf9-f77b7e298cf2
Diffstat (limited to 'TOOLS')
-rw-r--r--TOOLS/edgedetect.fp46
-rw-r--r--TOOLS/emboss.fp32
2 files changed, 35 insertions, 43 deletions
diff --git a/TOOLS/edgedetect.fp b/TOOLS/edgedetect.fp
index 814b28bc78..08791c2632 100644
--- a/TOOLS/edgedetect.fp
+++ b/TOOLS/edgedetect.fp
@@ -6,36 +6,32 @@
# This is some custom edge-detect like effect.
# Try adjusting the gamma!
# program.env[0].xy contains the size of one source texel
-PARAM sizes = program.env[0];
-TEMP res, y, u, v, pos, tmp;
-TEX y, fragment.texcoord[0], texture[0], 2D;
-MUL y, y, {4, 4, 4, 0};
-ADD pos, fragment.texcoord[0], sizes.xwww; # texel to the right
-TEX tmp, pos, texture[0], 2D;
-SUB y, y, tmp;
-SUB pos, fragment.texcoord[0], sizes.xwww; # texel to the left
-TEX tmp, pos, texture[0], 2D;
-SUB y, y, tmp;
-ADD pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. above?
-TEX tmp, pos, texture[0], 2D;
-SUB y, y, tmp;
-SUB pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. below?
-TEX tmp, pos, texture[0], 2D;
-SUB y, y, tmp;
-MAD res, y, {2, 2, 2, 0}, {0.5, 0.5, 0.5, 0};
-# now do the normal YUV -> RGB conversion
-MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0};
-TEX u, fragment.texcoord[1], texture[1], 2D;
-MAD res, u, {0, -0.391, 2.018, 0}, res;
-TEX v, fragment.texcoord[2], texture[2], 2D;
-MAD res, v, {1.596, -0.813, 0, 0}, res;
+TEMP res, yuv, pos, tmp, sizes;
+SWZ sizes, program.env[0], x, y, 0, 0;
+TEX yuv.r, fragment.texcoord[0], texture[0], 2D;
+ADD pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the right and below
+TEX tmp.r, pos.xyxy, texture[0], 2D;
+MAD yuv.r, yuv.rrrr, {4}, -tmp.rrrr;
+TEX tmp.r, pos.zwzw, texture[0], 2D;
+SUB yuv.r, yuv.rrrr, tmp.rrrr;
+SUB pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the left and above
+TEX tmp.r, pos.xyxy, texture[0], 2D;
+SUB yuv.r, yuv.rrrr, tmp.rrrr;
+TEX tmp.r, pos.zwzw, texture[0], 2D;
+SUB yuv.r, yuv.rrrr, tmp.rrrr;
+TEX yuv.g, fragment.texcoord[1], texture[1], 2D;
+TEX yuv.b, fragment.texcoord[2], texture[2], 2D;
+# now do the normal YUV -> RGB conversion but include effect strength
+# multiplication by 2 and 0.5 offset
+MAD res, yuv.rrrr, {2.328, 2.328, 2.328, 0}, {-0.37416, 1.03133, -0.58599, 0.125};
+MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res;
+MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res;
# do gamma texture lookup
-ADD res.a, res.a, 0.125;
TEX res.r, res.raaa, texture[3], 2D;
ADD res.a, res.a, 0.25;
TEX res.g, res.gaaa, texture[3], 2D;
ADD res.a, res.a, 0.25;
TEX res.b, res.baaa, texture[3], 2D;
# move res into result, this allows easily commenting out some parts.
-ADD result.color, res, {0, 0, 0, 0};
+MOV result.color, res;
END
diff --git a/TOOLS/emboss.fp b/TOOLS/emboss.fp
index a8ca611aae..dcfdfa069b 100644
--- a/TOOLS/emboss.fp
+++ b/TOOLS/emboss.fp
@@ -5,29 +5,25 @@
# Usage: mplayer -vo gl:yuv=4:customprog=emboss.fp
# This is an emboss effect.
PARAM sizes = program.env[0];
-TEMP res, y, u, v, xdiff, ydiff, pos, tmp;
-TEX y, fragment.texcoord[0], texture[0], 2D;
-SUB pos, fragment.texcoord[0], sizes.xwww;
-TEX tmp, pos, texture[0], 2D;
-SUB xdiff, y, tmp;
-MAD xdiff, xdiff, {0.5, 0.5, 0.5, 0}, {0.5, 0.5, 0.5, 0};
-SUB pos, fragment.texcoord[0], sizes.wyww;
-TEX tmp, pos, texture[0], 2D;
-SUB ydiff, y, tmp;
-MAD res, ydiff, {0.8660, 0.8660, 0.8660, 0}, xdiff;
-# now do the normal YUV -> RGB conversion
-MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0};
-TEX u, fragment.texcoord[1], texture[1], 2D;
-MAD res, u, {0, -0.391, 2.018, 0}, res;
-TEX v, fragment.texcoord[2], texture[2], 2D;
-MAD res, v, {1.596, -0.813, 0, 0}, res;
+TEMP res, yuv, pos, tmp;
+TEX yuv.r, fragment.texcoord[0], texture[0], 2D;
+MAD pos, sizes.xyxy, {-0.5, 0, 0, -0.8660}, fragment.texcoord[0].xyxy;
+TEX tmp.r, pos.xyxy, texture[0], 2D;
+MAD yuv.r, yuv.rrrr, {2}, -tmp.rrrr;
+TEX tmp.r, pos.zwzw, texture[0], 2D;
+SUB yuv.r, yuv.rrrr, tmp.rrrr;
+TEX yuv.g, fragment.texcoord[1], texture[1], 2D;
+TEX yuv.b, fragment.texcoord[2], texture[2], 2D;
+# now do the normal YUV -> RGB conversion but with 0.5 offset
+MAD res, yuv.rrrr, {1.164, 1.164, 1.164, 0}, {-0.37416, 1.03133, -0.58599, 0.125};
+MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res;
+MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res;
# do gamma texture lookup
-ADD res.a, res.a, 0.125;
TEX res.r, res.raaa, texture[3], 2D;
ADD res.a, res.a, 0.25;
TEX res.g, res.gaaa, texture[3], 2D;
ADD res.a, res.a, 0.25;
TEX res.b, res.baaa, texture[3], 2D;
# move res into result, this allows easily commenting out some parts.
-ADD result.color, res, {0, 0, 0, 0};
+MOV result.color, res;
END