/* * This file is part of mpv. * * mpv 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. * * mpv 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 mpv. If not, see . * * You can alternatively redistribute this file and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. */ // 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 #ifdef GL_ES precision mediump float; #endif // 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 #if HAVE_RG #define RG rg #else #define RG ra #endif // Earlier GLSL doesn't support mix() with bvec #if __VERSION__ >= 130 vec3 srgb_expand(vec3 v) { return mix(v / vec3(12.92), pow((v + vec3(0.055))/vec3(1.055), vec3(2.4)), lessThanEqual(vec3(0.04045), v)); } vec3 srgb_compand(vec3 v) { return mix(v * vec3(12.92), vec3(1.055) * pow(v, vec3(1.0/2.4)) - vec3(0.055), lessThanEqual(vec3(0.0031308), v)); } vec3 bt2020_expand(vec3 v) { return mix(v / vec3(4.5), pow((v + vec3(0.0993))/vec3(1.0993), vec3(1.0/0.45)), lessThanEqual(vec3(0.08145), v)); } vec3 bt2020_compand(vec3 v) { return mix(v * vec3(4.5), vec3(1.0993) * pow(v, vec3(0.45)) - vec3(0.0993), lessThanEqual(vec3(0.0181), v)); } #endif #!section vertex_all #if __VERSION__ < 130 # undef in # define in attribute # define out varying #endif uniform mat3 transform; uniform vec3 translation; #if HAVE_3DTEX uniform sampler3D lut_3d; #endif uniform mat3 cms_matrix; // transformation from file's gamut to bt.2020 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) + translation; #ifndef FIXED_SCALE position = transform * position; #endif gl_Position = vec4(position, 1); color = vertex_color; // Although we are not scaling in linear light, both 3DLUT and SRGB still // operate on linear light inputs so we have to convert to it before // either step can be applied. #ifdef USE_OSD_LINEAR_CONV_BT1886 color.rgb = pow(color.rgb, vec3(1.961)); #endif #ifdef USE_OSD_LINEAR_CONV_SRGB color.rgb = srgb_expand(color.rgb); #endif #ifdef USE_OSD_CMS_MATRIX // Convert to the right target gamut first (to BT.709 for sRGB, // and to BT.2020 for 3DLUT). Normal clamping here as perceptually // accurate colorimetry is probably not worth the performance trade-off // here. color.rgb = clamp(cms_matrix * color.rgb, 0.0, 1.0); #endif #ifdef USE_OSD_3DLUT color.rgb = pow(color.rgb, vec3(1.0/2.4)); // linear -> 2.4 3DLUT space 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 texture0; in vec2 texcoord; in vec4 color; DECLARE_FRAGPARMS void main() { out_color = vec4(color.rgb, color.a * texture(texture0, texcoord).r); } #!section frag_osd_rgba uniform sampler2D texture0; in vec2 texcoord; DECLARE_FRAGPARMS void main() { out_color = texture(texture0, texcoord).bgra; } #!section frag_video uniform VIDEO_SAMPLER texture0; uniform VIDEO_SAMPLER texture1; uniform VIDEO_SAMPLER texture2; uniform VIDEO_SAMPLER texture3; uniform vec2 textures_size[4]; uniform vec2 chroma_center_offset; uniform vec2 chroma_div; uniform vec2 chroma_fix; uniform sampler2D lut_2d_c; uniform sampler2D lut_2d_l; #if HAVE_1DTEX uniform sampler1D lut_1d_c; uniform sampler1D lut_1d_l; #endif #if HAVE_3DTEX uniform sampler3D lut_3d; #endif uniform sampler2D dither; uniform mat3 colormatrix; uniform vec3 colormatrix_c; uniform mat3 cms_matrix; uniform mat2 dither_trafo; uniform float inv_gamma; uniform float input_gamma; uniform float conv_gamma; uniform float sig_center; uniform float sig_slope; uniform float sig_scale; uniform float sig_offset; uniform float dither_quantization; uniform float dither_center; uniform float filter_param1_l; uniform float filter_param1_c; uniform float antiring_factor; uniform vec2 dither_size; uniform float inter_coeff; in vec2 texcoord; DECLARE_FRAGPARMS #define CONV_NV12 1 #define CONV_PLANAR 2 vec4 sample_bilinear(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) { return texture(tex, texcoord); } #define SAMPLE_TRIVIAL(tex, texsize, texcoord) 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, 1) / vec2(t.z, 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(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) { vec2 pt = 1.0 / 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); } #if HAVE_ARRAYS float[2] weights2(sampler2D lookup, float f) { vec2 c = texture(lookup, vec2(0.5, f)).RG; return float[2](c.r, c.g); } 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); } // For N=n*4 with n>1. #define WEIGHTS_N(NAME, N) \ float[N] NAME(sampler2D lookup, float f) { \ float r[N]; \ for (int n = 0; n < N / 4; n++) { \ vec4 c = texture(lookup, \ vec2(1.0 / (N / 2) + n / float(N / 4), f)); \ r[n * 4 + 0] = c.r; \ r[n * 4 + 1] = c.g; \ r[n * 4 + 2] = c.b; \ r[n * 4 + 3] = c.a; \ } \ return r; \ } // The DIR parameter is (0, 1) or (1, 0), and we expect the shader compiler to // remove all the redundant multiplications and additions, and also to unroll // the loop and remove the conditional completely #define SAMPLE_CONVOLUTION_SEP_N(NAME, DIR, N, LUT, WEIGHTS_FUNC, ANTIRING) \ vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \ vec2 pt = (vec2(1.0) / texsize) * DIR; \ float fcoord = dot(fract(texcoord * texsize - vec2(0.5)), DIR); \ vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \ float weights[N] = WEIGHTS_FUNC(LUT, fcoord); \ vec4 res = vec4(0); \ vec4 hi = vec4(0); \ vec4 lo = vec4(1); \ for (int n = 0; n < N; n++) { \ vec4 c = texture(tex, base + pt * vec2(n)); \ res += vec4(weights[n]) * c; \ if (n == N/2-1 || n == N/2) { \ lo = min(lo, c); \ hi = max(hi, c); \ } \ } \ return mix(res, clamp(res, lo, hi), ANTIRING); \ } #define SAMPLE_CONVOLUTION_N(NAME, N, LUT, WEIGHTS_FUNC) \ vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \ vec2 pt = vec2(1.0) / texsize; \ vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \ vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \ vec4 res = vec4(0); \ float w_x[N] = WEIGHTS_FUNC(LUT, fcoord.x); \ float w_y[N] = WEIGHTS_FUNC(LUT, fcoord.y); \ for (int y = 0; y < N; y++) { \ vec4 line = vec4(0); \ for (int x = 0; x < N; x++) \ line += vec4(w_x[x]) * texture(tex, base + pt * vec2(x, y));\ res += vec4(w_y[y]) * line; \ } \ return res; \ } #define SAMPLE_POLAR_HELPER(LUT, R, X, Y) \ w = texture1D(LUT, length(vec2(X, Y) - fcoord)/R).r; \ c = texture(tex, base + pt * vec2(X, Y)); \ wsum += w; \ res += vec4(w) * c; #define SAMPLE_POLAR_PRIMARY(LUT, R, X, Y) \ SAMPLE_POLAR_HELPER(LUT, R, X, Y) \ lo = min(lo, c); \ hi = max(hi, c); #define SAMPLE_POLAR_POTENTIAL(LUT, R, X, Y) \ if (length(vec2(X, Y) - fcoord)/R < 1.0) { \ SAMPLE_POLAR_HELPER(LUT, R, X, Y) \ } #define SAMPLE_CONVOLUTION_POLAR_R(NAME, R, LUT, WEIGHTS_FN, ANTIRING) \ vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \ vec2 pt = vec2(1.0) / texsize; \ vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \ vec2 base = texcoord - fcoord * pt; \ vec4 res = vec4(0.0); \ vec4 lo = vec4(1.0); \ vec4 hi = vec4(0.0); \ float wsum = 0.0; \ float w; \ vec4 c; \ WEIGHTS_FN(LUT); \ res = res / vec4(wsum); \ return mix(res, clamp(res, lo, hi), ANTIRING); \ } #endif /* HAVE_ARRAYS */ #ifdef DEF_SCALER0 DEF_SCALER0 #endif #ifdef DEF_SCALER1 DEF_SCALER1 #endif // Unsharp masking vec4 sample_sharpen3(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) { vec2 pt = 1.0 / 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) * param1; } vec4 sample_sharpen5(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) { vec2 pt = 1.0 / 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 * param1; } void main() { vec2 chr_texcoord = texcoord; #ifdef USE_CHROMA_FIX chr_texcoord = chr_texcoord * chroma_fix; #endif #ifdef USE_RECTANGLE chr_texcoord = chr_texcoord * chroma_div; #else // Texture coordinates are [0,1], and chroma plane coordinates are // magically rescaled. #endif chr_texcoord = chr_texcoord + chroma_center_offset; #ifndef USE_CONV #define USE_CONV 0 #endif #ifndef USE_LINEAR_INTERPOLATION #define USE_LINEAR_INTERPOLATION 0 #endif #if USE_LINEAR_INTERPOLATION == 1 vec4 acolor = mix( texture(texture0, texcoord), texture(texture1, texcoord), inter_coeff); #elif USE_CONV == CONV_PLANAR vec4 acolor = vec4(SAMPLE(texture0, textures_size[0], texcoord).r, SAMPLE_C(texture1, textures_size[1], chr_texcoord).r, SAMPLE_C(texture2, textures_size[2], chr_texcoord).r, 1.0); #elif USE_CONV == CONV_NV12 vec4 acolor = vec4(SAMPLE(texture0, textures_size[0], texcoord).r, SAMPLE_C(texture1, textures_size[1], chr_texcoord).RG, 1.0); #else vec4 acolor = SAMPLE(texture0, textures_size[0], texcoord); #endif #ifdef USE_COLOR_SWIZZLE acolor = acolor. USE_COLOR_SWIZZLE ; #endif #ifdef USE_ALPHA_PLANE acolor.a = SAMPLE(texture3, textures_size[3], texcoord).r; #endif vec3 color = acolor.rgb; float alpha = acolor.a; #ifdef USE_INPUT_GAMMA // Pre-colormatrix input gamma correction (eg. for MP_IMGFLAG_XYZ) color = pow(color, vec3(input_gamma)); #endif #ifdef USE_COLORMATRIX // Conversion from Y'CbCr or other spaces to RGB color = mat3(colormatrix) * color + colormatrix_c; #endif #ifdef USE_CONV_GAMMA // Post-colormatrix converted gamma correction (eg. for MP_IMGFLAG_XYZ) color = pow(color, vec3(conv_gamma)); #endif #ifdef USE_CONST_LUMA // Conversion from C'rcY'cC'bc to R'Y'cB' via the BT.2020 CL system: // C'bc = (B'-Y'c) / 1.9404 | C'bc <= 0 // = (B'-Y'c) / 1.5816 | C'bc > 0 // // C'rc = (R'-Y'c) / 1.7184 | C'rc <= 0 // = (R'-Y'c) / 0.9936 | C'rc > 0 // // as per the BT.2020 specification, table 4. This is a non-linear // transformation because (constant) luminance receives non-equal // contributions from the three different channels. color.br = color.br * mix(vec2(1.5816, 0.9936), vec2(1.9404, 1.7184), lessThanEqual(color.br, vec2(0))) + color.gg; // Expand channels to camera-linear light. This shader currently just // assumes everything uses the BT.2020 12-bit gamma function, since the // difference between 10 and 12-bit is negligible for anything other than // 12-bit content. color = bt2020_expand(color); // Calculate the green channel from the expanded RYcB // The BT.2020 specification says Yc = 0.2627*R + 0.6780*G + 0.0593*B color.g = (color.g - 0.2627*color.r - 0.0593*color.b)/0.6780; // Re-compand to receive the R'G'B' result, same as other systems color = bt2020_compand(color); #endif #ifdef USE_COLORMATRIX // CONST_LUMA involves numbers outside the [0,1] range so we make sure // to clip here, after the (possible) USE_CONST_LUMA calculations are done, // instead of immediately after the colormatrix conversion. color = clamp(color, 0.0, 1.0); #endif // If we are scaling in linear light (SRGB or 3DLUT option enabled), we // expand our source colors before scaling. We distinguish between // BT.1886 (typical video files) and sRGB (typical image files). #ifdef USE_LINEAR_LIGHT_BT1886 // This calculation is derived from the BT.1886 recommendation which // is itself derived from the curves of typical CRT monitors. It claims // that a correct video playback environment should have a pure power // curve transfer function (in contrast to the complex BT.709 function) // with a gamma value of 2.40, but this includes the typical gamma boost // of ~1.2 for dark viewing environments. The figure used here instead // (1.961) is therefore a pure power curve but without the boost, which // is a very close approximation of the true BT.709 function. color = pow(color, vec3(1.961)); #endif #ifdef USE_LINEAR_LIGHT_SRGB // This is not needed for most sRGB content since we can use GL_SRGB to // directly sample RGB texture in linear light, but for things which are // also sRGB but in a different format (such as JPEG's YUV), we need // to convert to linear light manually. color = srgb_expand(color); #endif #ifdef USE_SIGMOID color = sig_center - log(1.0/(color * sig_scale + sig_offset) - 1.0)/sig_slope; #endif // Image upscaling happens roughly here #ifdef USE_SIGMOID_INV // Inverse of USE_SIGMOID color = (1.0/(1.0 + exp(sig_slope * (sig_center - color))) - sig_offset) / sig_scale; #endif #ifdef USE_CMS_MATRIX // Convert to the right target gamut first (to BT.709 for sRGB, // and to BT.2020 for 3DLUT). color = cms_matrix * color; #endif // Clamp to the target gamut. This clamp is needed because the gamma // functions are not well-defined outside this range, which is related to // the fact that they're not representable on the target device. // TODO: Desaturate colorimetrically; this happens automatically for // 3dlut targets but not for sRGB mode. Not sure if this is a requirement. color = clamp(color, 0.0, 1.0); #ifdef USE_INV_GAMMA // User-defined gamma correction factor (via the gamma sub-option) color = pow(color, vec3(inv_gamma)); #endif #ifdef USE_3DLUT // For the 3DLUT we are arbitrarily using 2.4 as input gamma to reduce // the amount of rounding errors, so we pull up to that space first and // then pass it through the 3D texture. color = pow(color, vec3(1.0/2.4)); color = texture3D(lut_3d, color).rgb; #endif #ifdef USE_SRGB // Adapt and compand from the linear BT2020 source to the sRGB output color = srgb_compand(color); #endif #ifdef USE_INV_BT1886 color = pow(color, vec3(1.0/1.961)); #endif #ifdef USE_DITHER vec2 dither_pos = gl_FragCoord.xy / dither_size; #ifdef USE_TEMPORAL_DITHER dither_pos = dither_trafo * dither_pos; #endif float dither_value = texture(dither, dither_pos).r; color = floor(color * dither_quantization + dither_value + dither_center) / dither_quantization; #endif #ifdef USE_ALPHA_BLEND color = color * alpha; #endif #ifdef USE_ALPHA out_color = vec4(color, alpha); #else out_color = vec4(color, 1.0); #endif }