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fmviewer3/project/fm_viewer/fav/shaders/planar.f.glsl
2026-02-21 17:11:31 +09:00

109 lines
3.7 KiB
GLSL

/******************************************************************************
QtAV: Multimedia framework based on Qt and FFmpeg
Copyright (C) 2012-2016 Wang Bin <wbsecg1@gmail.com>
* This file is part of QtAV
This library is free software; you can redistribute it 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.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
******************************************************************************/
// u_TextureN: yuv. use array?
uniform sampler2D u_Texture0;
uniform sampler2D u_Texture1;
uniform sampler2D u_Texture2;
#ifdef HAS_ALPHA
uniform sampler2D u_Texture3;
#endif //HAS_ALPHA
varying vec2 v_TexCoords0;
#ifdef MULTI_COORD
varying vec2 v_TexCoords1;
varying vec2 v_TexCoords2;
#ifdef HAS_ALPHA
varying vec2 v_TexCoords3;
#endif
#else
#define v_TexCoords1 v_TexCoords0
#define v_TexCoords2 v_TexCoords0
#define v_TexCoords3 v_TexCoords0
#endif //MULTI_COORD
uniform float u_opacity;
uniform mat4 u_colorMatrix;
#ifdef CHANNEL16_TO8
uniform vec2 u_to8;
#endif
/***User header code***%userHeader%***/
// matrixCompMult for convolution
/***User sampling function here***%userSample%***/
#ifndef USER_SAMPLER
vec4 sample2d(sampler2D tex, vec2 pos, int plane)
{
return texture(tex, pos);
}
#endif
// 10, 16bit: http://msdn.microsoft.com/en-us/library/windows/desktop/bb970578%28v=vs.85%29.aspx
void main()
{
gl_FragColor = clamp(u_colorMatrix
* vec4(
#ifdef CHANNEL16_TO8
#ifdef USE_RG
dot(sample2d(u_Texture0, v_TexCoords0, 0).rg, u_to8),
dot(sample2d(u_Texture1, v_TexCoords1, 1).rg, u_to8),
dot(sample2d(u_Texture2, v_TexCoords2, 2).rg, u_to8),
#else
dot(sample2d(u_Texture0, v_TexCoords0, 0).ra, u_to8),
dot(sample2d(u_Texture1, v_TexCoords1, 1).ra, u_to8),
dot(sample2d(u_Texture2, v_TexCoords2, 2).ra, u_to8),
#endif //USE_RG
#else
#ifdef USE_RG
sample2d(u_Texture0, v_TexCoords0, 0).r,
sample2d(u_Texture1, v_TexCoords1, 1).r,
#ifdef IS_BIPLANE
sample2d(u_Texture2, v_TexCoords2, 2).g,
#else
sample2d(u_Texture2, v_TexCoords2, 2).r,
#endif //IS_BIPLANE
#else
// use r, g, a to work for both yv12 and nv12. idea from xbmc
sample2d(u_Texture0, v_TexCoords0, 0).r,
sample2d(u_Texture1, v_TexCoords1, 1).g,
sample2d(u_Texture2, v_TexCoords2, 2).a,
#endif //USE_RG
#endif //CHANNEL16_TO8
1.0
)
, 0.0, 1.0) * u_opacity;
#ifdef HAS_ALPHA
float a =
#ifdef CHANNEL16_TO8
#ifdef USE_RG
dot(sample2d(u_Texture3, v_TexCoords3, 3).rg, u_to8);
#else
dot(sample2d(u_Texture3, v_TexCoords3, 3).ra, u_to8);
#endif
#else
#ifdef USE_RG
sample2d(u_Texture3, v_TexCoords3, 3).r;
#else
sample2d(u_Texture3, v_TexCoords3, 3).a;
#endif
#endif
gl_FragColor.rgb = gl_FragColor.rgb*a;
gl_FragColor.a = a;
#endif //HAS_ALPHA
/***User post processing here***%userPostProcess%***/
}