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author couriersud <couriersud@arcor.de>2015-02-26 01:40:18 +0100
committer couriersud <couriersud@arcor.de>2015-02-26 01:40:18 +0100
commiteb8144a3bb8f5d443b5062b13e3e18b6b8e8c43c (patch)
tree0dbb6487e5cc7db623f2d9acd9d2db3efa792aca /src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh.c
parent2c2994aeb52b700c206ca6c94513a92601097bdb (diff)
Moved opengl related stuff to modules/opengl
Diffstat (limited to 'src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh.c')
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh.c60
1 files changed, 60 insertions, 0 deletions
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh.c b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh.c
new file mode 100644
index 00000000000..a5a67bdbf94
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh.c
@@ -0,0 +1,60 @@
+const char glsl_bilinear_rgb32_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; // orig 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"
+" vec4 color0;\n"
+" float colortable_scale = (colortable_sz.x/3.0) / colortable_pow2_sz.x;\n"
+"\n"
+" // normalized texture coordinates ..\n"
+" color_tex = texture2D(color_texture, texcoord) * ((colortable_sz.x/3.0)-1.0)/colortable_pow2_sz.x;// lookup space \n"
+"\n"
+" color_map_coord.x = color_tex.b;\n"
+" color0.b = texture2D(colortable_texture, color_map_coord).b;\n"
+"\n"
+" color_map_coord.x = color_tex.g + colortable_scale;\n"
+" color0.g = texture2D(colortable_texture, color_map_coord).g;\n"
+"\n"
+" color_map_coord.x = color_tex.r + 2.0 * colortable_scale;\n"
+" color0.r = texture2D(colortable_texture, color_map_coord).r;\n"
+"\n"
+" return color0;\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"
+"\n"
+;