diff options
Diffstat (limited to 'src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh.c')
-rw-r--r-- | src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh.c | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh.c b/src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh.c new file mode 100644 index 00000000000..62844692cbe --- /dev/null +++ b/src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh.c @@ -0,0 +1,57 @@ +const char glsl_bilinear_idx16_lut_fsh_src[] = +"\n" +"#pragma optimize (on)\n" +"#pragma debug (off)\n" +"\n" +"uniform sampler2D color_texture;\n" +"uniform sampler2D colortable_texture;\n" +"uniform vec2 colortable_sz; // ct size\n" +"uniform vec2 colortable_pow2_sz; // pow2 ct size\n" +"uniform vec2 color_texture_pow2_sz; // pow2 tex size\n" +"\n" +"vec4 lutTex2D(in vec2 texcoord)\n" +"{\n" +" vec4 color_tex;\n" +" vec2 color_map_coord;\n" +"\n" +" // normalized texture coordinates ..\n" +" color_tex = texture2D(color_texture, texcoord);\n" +"\n" +" // GL_UNSIGNED_SHORT GL_ALPHA in ALPHA16 conversion:\n" +" // general: f = c / ((2*N)-1), c color bitfield, N number of bits\n" +" // ushort: c = ((2**16)-1)*f;\n" +" color_map_coord.x = floor( 65535.0 * color_tex.a + 0.5 );\n" +"\n" +" // map it to the 2D lut table\n" +" color_map_coord.y = floor(color_map_coord.x/colortable_sz.x);\n" +" color_map_coord.x = mod(color_map_coord.x,colortable_sz.x);\n" +"\n" +" return texture2D(colortable_texture, (color_map_coord+vec2(0.5)) / colortable_pow2_sz);\n" +"}\n" +"\n" +"void main()\n" +"{\n" +" vec2 xy = gl_TexCoord[0].st;\n" +"\n" +" // mix(x,y,a): x*(1-a) + y*a\n" +" //\n" +" // bilinear filtering includes 2 mix:\n" +" //\n" +" // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio\n" +" // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio\n" +" // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio\n" +" //\n" +" // so we can use the build in mix function for these 2 computations ;-)\n" +" //\n" +" vec2 uv_ratio = fract(xy*color_texture_pow2_sz); // xy*color_texture_pow2_sz - floor(xy*color_texture_pow2_sz);\n" +" vec2 one = 1.0/color_texture_pow2_sz;\n" +"\n" +" vec4 col1, col2;\n" +"\n" +" col1 = mix( lutTex2D(xy ), lutTex2D(xy + vec2(one.x, 0.0)), uv_ratio.x);\n" +" col2 = mix( lutTex2D(xy + vec2(0.0, one.y)), lutTex2D(xy + one ), uv_ratio.x);\n" +"\n" +" gl_FragColor = mix ( col1, col2, uv_ratio.y );\n" +"}\n" +"\n" +; |