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project/fm_viewer/fav/shaders/planar.f.glsl
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project/fm_viewer/fav/shaders/planar.f.glsl
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/******************************************************************************
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QtAV: Multimedia framework based on Qt and FFmpeg
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Copyright (C) 2012-2016 Wang Bin <wbsecg1@gmail.com>
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* This file is part of QtAV
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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******************************************************************************/
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// u_TextureN: yuv. use array?
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uniform sampler2D u_Texture0;
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uniform sampler2D u_Texture1;
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uniform sampler2D u_Texture2;
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#ifdef HAS_ALPHA
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uniform sampler2D u_Texture3;
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#endif //HAS_ALPHA
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varying vec2 v_TexCoords0;
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#ifdef MULTI_COORD
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varying vec2 v_TexCoords1;
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varying vec2 v_TexCoords2;
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#ifdef HAS_ALPHA
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varying vec2 v_TexCoords3;
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#endif
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#else
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#define v_TexCoords1 v_TexCoords0
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#define v_TexCoords2 v_TexCoords0
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#define v_TexCoords3 v_TexCoords0
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#endif //MULTI_COORD
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uniform float u_opacity;
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uniform mat4 u_colorMatrix;
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#ifdef CHANNEL16_TO8
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uniform vec2 u_to8;
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#endif
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/***User header code***%userHeader%***/
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// matrixCompMult for convolution
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/***User sampling function here***%userSample%***/
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#ifndef USER_SAMPLER
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vec4 sample2d(sampler2D tex, vec2 pos, int plane)
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{
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return texture(tex, pos);
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}
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#endif
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// 10, 16bit: http://msdn.microsoft.com/en-us/library/windows/desktop/bb970578%28v=vs.85%29.aspx
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void main()
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{
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gl_FragColor = clamp(u_colorMatrix
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* vec4(
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#ifdef CHANNEL16_TO8
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#ifdef USE_RG
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dot(sample2d(u_Texture0, v_TexCoords0, 0).rg, u_to8),
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dot(sample2d(u_Texture1, v_TexCoords1, 1).rg, u_to8),
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dot(sample2d(u_Texture2, v_TexCoords2, 2).rg, u_to8),
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#else
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dot(sample2d(u_Texture0, v_TexCoords0, 0).ra, u_to8),
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dot(sample2d(u_Texture1, v_TexCoords1, 1).ra, u_to8),
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dot(sample2d(u_Texture2, v_TexCoords2, 2).ra, u_to8),
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#endif //USE_RG
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#else
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#ifdef USE_RG
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sample2d(u_Texture0, v_TexCoords0, 0).r,
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sample2d(u_Texture1, v_TexCoords1, 1).r,
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#ifdef IS_BIPLANE
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sample2d(u_Texture2, v_TexCoords2, 2).g,
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#else
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sample2d(u_Texture2, v_TexCoords2, 2).r,
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#endif //IS_BIPLANE
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#else
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// use r, g, a to work for both yv12 and nv12. idea from xbmc
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sample2d(u_Texture0, v_TexCoords0, 0).r,
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sample2d(u_Texture1, v_TexCoords1, 1).g,
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sample2d(u_Texture2, v_TexCoords2, 2).a,
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#endif //USE_RG
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#endif //CHANNEL16_TO8
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1.0
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)
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, 0.0, 1.0) * u_opacity;
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#ifdef HAS_ALPHA
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float a =
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#ifdef CHANNEL16_TO8
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#ifdef USE_RG
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dot(sample2d(u_Texture3, v_TexCoords3, 3).rg, u_to8);
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#else
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dot(sample2d(u_Texture3, v_TexCoords3, 3).ra, u_to8);
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#endif
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#else
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#ifdef USE_RG
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sample2d(u_Texture3, v_TexCoords3, 3).r;
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#else
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sample2d(u_Texture3, v_TexCoords3, 3).a;
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#endif
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#endif
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gl_FragColor.rgb = gl_FragColor.rgb*a;
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gl_FragColor.a = a;
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#endif //HAS_ALPHA
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/***User post processing here***%userPostProcess%***/
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}
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