!!ARBfp1.0 # Custom YUV->RGB conversion program for MPlayer's -vo gl. # Copyleft (C) Reimar Döffinger, 2005 # Licensed under the GNU GPL v2 # Usage: mplayer -vo gl:yuv=4:customprog=edgedetect.fp # 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; # 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}; END