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+/*
+ * This file is part of mplayer2.
+ *
+ * mplayer2 is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * mplayer2 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with mplayer2; if not, write to the Free Software Foundation, Inc.,
+ * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+ */
+
+// Note that this file is not directly passed as shader, but run through some
+// text processing functions, and in fact contains multiple vertex and fragment
+// shaders.
+
+// inserted at the beginning of all shaders
+#!section prelude
+
+// GLSL 1.20 compatibility layer
+// texture() should be assumed to always map to texture2D()
+#if __VERSION__ >= 130
+# define texture1D texture
+# define texture3D texture
+# define DECLARE_FRAGPARMS \
+ out vec4 out_color;
+#else
+# define texture texture2D
+# define DECLARE_FRAGPARMS
+# define out_color gl_FragColor
+# define in varying
+#endif
+
+// Earlier GLSL doesn't support mix() with bvec
+#if __VERSION__ >= 130
+vec3 srgb_compand(vec3 v)
+{
+ return mix(1.055 * pow(v, vec3(1.0/2.4)) - vec3(0.055), v * 12.92,
+ lessThanEqual(v, vec3(0.0031308)));
+}
+#endif
+
+#!section vertex_all
+
+#if __VERSION__ < 130
+# undef in
+# define in attribute
+# define out varying
+#endif
+
+uniform mat3 transform;
+uniform sampler3D lut_3d;
+
+in vec2 vertex_position;
+in vec4 vertex_color;
+out vec4 color;
+in vec2 vertex_texcoord;
+out vec2 texcoord;
+
+void main() {
+ vec3 position = vec3(vertex_position, 1);
+#ifndef FIXED_SCALE
+ position = transform * position;
+#endif
+ gl_Position = vec4(position, 1);
+ color = vertex_color;
+
+#ifdef USE_OSD_LINEAR_CONV
+ // If no 3dlut is being used, we need to pull up to linear light for
+ // the sRGB function. *IF* 3dlut is used, we do not.
+ color.rgb = pow(color.rgb, vec3(2.2));
+#endif
+#ifdef USE_OSD_3DLUT
+ color = vec4(texture3D(lut_3d, color.rgb).rgb, color.a);
+#endif
+#ifdef USE_OSD_SRGB
+ color.rgb = srgb_compand(color.rgb);
+#endif
+
+ texcoord = vertex_texcoord;
+}
+
+#!section frag_osd_libass
+uniform sampler2D textures[3];
+
+in vec2 texcoord;
+in vec4 color;
+DECLARE_FRAGPARMS
+
+void main() {
+ out_color = vec4(color.rgb, color.a * texture(textures[0], texcoord).r);
+}
+
+#!section frag_osd_rgba
+uniform sampler2D textures[3];
+
+in vec2 texcoord;
+DECLARE_FRAGPARMS
+
+void main() {
+ out_color = texture(textures[0], texcoord);
+}
+
+#!section frag_video
+uniform sampler2D textures[3];
+uniform vec2 textures_size[3];
+uniform sampler1D lut_c_1d;
+uniform sampler1D lut_l_1d;
+uniform sampler2D lut_c_2d;
+uniform sampler2D lut_l_2d;
+uniform sampler3D lut_3d;
+uniform sampler2D dither;
+uniform mat4x3 colormatrix;
+uniform vec3 inv_gamma;
+uniform float conv_gamma;
+uniform float dither_quantization;
+uniform float dither_multiply;
+uniform float filter_param1;
+uniform vec2 dither_size;
+
+in vec2 texcoord;
+DECLARE_FRAGPARMS
+
+vec4 sample_bilinear(sampler2D tex, vec2 texsize, vec2 texcoord) {
+ return texture(tex, texcoord);
+}
+
+// Explanation how bicubic scaling with only 4 texel fetches is done:
+// http://www.mate.tue.nl/mate/pdfs/10318.pdf
+// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
+// Explanation why this algorithm normally always blurs, even with unit scaling:
+// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
+// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
+vec4 calcweights(float s) {
+ vec4 t = vec4(-0.5, 0.1666, 0.3333, -0.3333) * s + vec4(1, 0, -0.5, 0.5);
+ t = t * s + vec4(0, 0, -0.5, 0.5);
+ t = t * s + vec4(-0.6666, 0, 0.8333, 0.1666);
+ vec2 a = vec2(1 / t.z, 1 / t.w);
+ t.xy = t.xy * a + vec2(1, 1);
+ t.x = t.x + s;
+ t.y = t.y - s;
+ return t;
+}
+
+vec4 sample_bicubic_fast(sampler2D tex, vec2 texsize, vec2 texcoord) {
+ vec2 pt = 1 / texsize;
+ vec2 fcoord = fract(texcoord * texsize + vec2(0.5, 0.5));
+ vec4 parmx = calcweights(fcoord.x);
+ vec4 parmy = calcweights(fcoord.y);
+ vec4 cdelta;
+ cdelta.xz = parmx.rg * vec2(-pt.x, pt.x);
+ cdelta.yw = parmy.rg * vec2(-pt.y, pt.y);
+ // first y-interpolation
+ vec4 ar = texture(tex, texcoord + cdelta.xy);
+ vec4 ag = texture(tex, texcoord + cdelta.xw);
+ vec4 ab = mix(ag, ar, parmy.b);
+ // second y-interpolation
+ vec4 br = texture(tex, texcoord + cdelta.zy);
+ vec4 bg = texture(tex, texcoord + cdelta.zw);
+ vec4 aa = mix(bg, br, parmy.b);
+ // x-interpolation
+ return mix(aa, ab, parmx.b);
+}
+
+float[2] weights2(sampler1D lookup, float f) {
+ vec4 c = texture1D(lookup, f);
+ return float[2](c.r, c.g);
+}
+
+float[4] weights4(sampler1D lookup, float f) {
+ vec4 c = texture1D(lookup, f);
+ return float[4](c.r, c.g, c.b, c.a);
+}
+
+float[6] weights6(sampler2D lookup, float f) {
+ vec4 c1 = texture(lookup, vec2(0.25, f));
+ vec4 c2 = texture(lookup, vec2(0.75, f));
+ return float[6](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
+}
+
+float[8] weights8(sampler2D lookup, float f) {
+ vec4 c1 = texture(lookup, vec2(0.25, f));
+ vec4 c2 = texture(lookup, vec2(0.75, f));
+ return float[8](c1.r, c1.g, c1.b, c1.a, c2.r, c2.g, c2.b, c2.a);
+}
+
+float[12] weights12(sampler2D lookup, float f) {
+ vec4 c1 = texture(lookup, vec2(1.0/6.0, f));
+ vec4 c2 = texture(lookup, vec2(0.5, f));
+ vec4 c3 = texture(lookup, vec2(5.0/6.0, f));
+ return float[12](c1.r, c1.g, c1.b, c1.a,
+ c2.r, c2.g, c2.b, c2.a,
+ c3.r, c3.g, c3.b, c3.a);
+}
+
+float[16] weights16(sampler2D lookup, float f) {
+ vec4 c1 = texture(lookup, vec2(0.125, f));
+ vec4 c2 = texture(lookup, vec2(0.375, f));
+ vec4 c3 = texture(lookup, vec2(0.625, f));
+ vec4 c4 = texture(lookup, vec2(0.875, f));
+ return float[16](c1.r, c1.g, c1.b, c1.a, c2.r, c2.g, c2.b, c2.a,
+ c3.r, c3.g, c3.b, c3.a, c4.r, c4.g, c4.b, c4.a);
+}
+
+#define CONVOLUTION_SEP_N(NAME, N) \
+ vec4 NAME(sampler2D tex, vec2 texcoord, vec2 pt, float weights[N]) { \
+ vec4 res = vec4(0); \
+ for (int n = 0; n < N; n++) { \
+ res += weights[n] * texture(tex, texcoord + pt * n); \
+ } \
+ return res; \
+ }
+
+CONVOLUTION_SEP_N(convolution_sep2, 2)
+CONVOLUTION_SEP_N(convolution_sep4, 4)
+CONVOLUTION_SEP_N(convolution_sep6, 6)
+CONVOLUTION_SEP_N(convolution_sep8, 8)
+CONVOLUTION_SEP_N(convolution_sep12, 12)
+CONVOLUTION_SEP_N(convolution_sep16, 16)
+
+// The dir parameter is (0, 1) or (1, 0), and we expect the shader compiler to
+// remove all the redundant multiplications and additions.
+#define SAMPLE_CONVOLUTION_SEP_N(NAME, N, SAMPLERT, CONV_FUNC, WEIGHTS_FUNC)\
+ vec4 NAME(vec2 dir, SAMPLERT lookup, sampler2D tex, vec2 texsize, \
+ vec2 texcoord) { \
+ vec2 pt = (1 / texsize) * dir; \
+ float fcoord = dot(fract(texcoord * texsize - 0.5), dir); \
+ vec2 base = texcoord - fcoord * pt; \
+ return CONV_FUNC(tex, base - pt * (N / 2 - 1), pt, \
+ WEIGHTS_FUNC(lookup, fcoord)); \
+ }
+
+SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep2, 2, sampler1D, convolution_sep2, weights2)
+SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep4, 4, sampler1D, convolution_sep4, weights4)
+SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep6, 6, sampler2D, convolution_sep6, weights6)
+SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep8, 8, sampler2D, convolution_sep8, weights8)
+SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep12, 12, sampler2D, convolution_sep12, weights12)
+SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep16, 16, sampler2D, convolution_sep16, weights16)
+
+
+#define CONVOLUTION_N(NAME, N) \
+ vec4 NAME(sampler2D tex, vec2 texcoord, vec2 pt, float taps_x[N], \
+ float taps_y[N]) { \
+ vec4 res = vec4(0); \
+ for (int y = 0; y < N; y++) { \
+ vec4 line = vec4(0); \
+ for (int x = 0; x < N; x++) \
+ line += taps_x[x] * texture(tex, texcoord + pt * vec2(x, y));\
+ res += taps_y[y] * line; \
+ } \
+ return res; \
+ }
+
+CONVOLUTION_N(convolution2, 2)
+CONVOLUTION_N(convolution4, 4)
+CONVOLUTION_N(convolution6, 6)
+CONVOLUTION_N(convolution8, 8)
+CONVOLUTION_N(convolution12, 12)
+CONVOLUTION_N(convolution16, 16)
+
+#define SAMPLE_CONVOLUTION_N(NAME, N, SAMPLERT, CONV_FUNC, WEIGHTS_FUNC) \
+ vec4 NAME(SAMPLERT lookup, sampler2D tex, vec2 texsize, vec2 texcoord) {\
+ vec2 pt = 1 / texsize; \
+ vec2 fcoord = fract(texcoord * texsize - 0.5); \
+ vec2 base = texcoord - fcoord * pt; \
+ return CONV_FUNC(tex, base - pt * (N / 2 - 1), pt, \
+ WEIGHTS_FUNC(lookup, fcoord.x), \
+ WEIGHTS_FUNC(lookup, fcoord.y)); \
+ }
+
+SAMPLE_CONVOLUTION_N(sample_convolution2, 2, sampler1D, convolution2, weights2)
+SAMPLE_CONVOLUTION_N(sample_convolution4, 4, sampler1D, convolution4, weights4)
+SAMPLE_CONVOLUTION_N(sample_convolution6, 6, sampler2D, convolution6, weights6)
+SAMPLE_CONVOLUTION_N(sample_convolution8, 8, sampler2D, convolution8, weights8)
+SAMPLE_CONVOLUTION_N(sample_convolution12, 12, sampler2D, convolution12, weights12)
+SAMPLE_CONVOLUTION_N(sample_convolution16, 16, sampler2D, convolution16, weights16)
+
+
+// Unsharp masking
+vec4 sample_sharpen3(sampler2D tex, vec2 texsize, vec2 texcoord) {
+ vec2 pt = 1 / texsize;
+ vec2 st = pt * 0.5;
+ vec4 p = texture(tex, texcoord);
+ vec4 sum = texture(tex, texcoord + st * vec2(+1, +1))
+ + texture(tex, texcoord + st * vec2(+1, -1))
+ + texture(tex, texcoord + st * vec2(-1, +1))
+ + texture(tex, texcoord + st * vec2(-1, -1));
+ return p + (p - 0.25 * sum) * filter_param1;
+}
+
+vec4 sample_sharpen5(sampler2D tex, vec2 texsize, vec2 texcoord) {
+ vec2 pt = 1 / texsize;
+ vec2 st1 = pt * 1.2;
+ vec4 p = texture(tex, texcoord);
+ vec4 sum1 = texture(tex, texcoord + st1 * vec2(+1, +1))
+ + texture(tex, texcoord + st1 * vec2(+1, -1))
+ + texture(tex, texcoord + st1 * vec2(-1, +1))
+ + texture(tex, texcoord + st1 * vec2(-1, -1));
+ vec2 st2 = pt * 1.5;
+ vec4 sum2 = texture(tex, texcoord + st2 * vec2(+1, 0))
+ + texture(tex, texcoord + st2 * vec2( 0, +1))
+ + texture(tex, texcoord + st2 * vec2(-1, 0))
+ + texture(tex, texcoord + st2 * vec2( 0, -1));
+ vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;
+ return p + t * filter_param1;
+}
+
+void main() {
+#ifdef USE_PLANAR
+ vec3 color = vec3(SAMPLE_L(textures[0], textures_size[0], texcoord).r,
+ SAMPLE_C(textures[1], textures_size[1], texcoord).r,
+ SAMPLE_C(textures[2], textures_size[2], texcoord).r);
+#else
+ vec3 color = SAMPLE_L(textures[0], textures_size[0], texcoord).rgb;
+#endif
+#ifdef USE_GBRP
+ color.gbr = color;
+#endif
+#ifdef USE_YGRAY
+ // NOTE: actually slightly wrong for 16 bit input video, and completely
+ // wrong for 9/10 bit input
+ color.gb = vec2(128.0/255.0);
+#endif
+#ifdef USE_COLORMATRIX
+ color = mat3(colormatrix) * color + colormatrix[3];
+#endif
+#ifdef USE_LINEAR_CONV
+ color = pow(color, vec3(2.2));
+#endif
+#ifdef USE_LINEAR_CONV_INV
+ // Convert from linear RGB to gamma RGB before putting it through the 3D-LUT
+ // in the final stage.
+ color = pow(color, vec3(1.0/2.2));
+#endif
+#ifdef USE_GAMMA_POW
+ color = pow(color, inv_gamma);
+#endif
+#ifdef USE_3DLUT
+ color = texture3D(lut_3d, color).rgb;
+#endif
+#ifdef USE_SRGB
+ color.rgb = srgb_compand(color.rgb);
+#endif
+#ifdef USE_DITHER
+ float dither_value = texture(dither, gl_FragCoord.xy / dither_size).r;
+ color = floor(color * dither_multiply + dither_value ) / dither_quantization;
+#endif
+ out_color = vec4(color, 1);
+}