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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
parent2c2994aeb52b700c206ca6c94513a92601097bdb (diff)
Moved opengl related stuff to modules/opengl
Diffstat (limited to 'src/osd/modules/opengl/shader')
-rw-r--r--src/osd/modules/opengl/shader/genc.sh46
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear.vsh7
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh55
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh.c57
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh54
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c56
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh58
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh.c60
-rw-r--r--src/osd/modules/opengl/shader/glsl_general.vsh7
-rw-r--r--src/osd/modules/opengl/shader/glsl_general.vsh.c9
-rw-r--r--src/osd/modules/opengl/shader/glsl_plain.vsh7
-rw-r--r--src/osd/modules/opengl/shader/glsl_plain_idx16_lut.fsh30
-rw-r--r--src/osd/modules/opengl/shader/glsl_plain_idx16_lut.fsh.c32
-rw-r--r--src/osd/modules/opengl/shader/glsl_plain_rgb32_dir.fsh24
-rw-r--r--src/osd/modules/opengl/shader/glsl_plain_rgb32_dir.fsh.c26
-rw-r--r--src/osd/modules/opengl/shader/glsl_plain_rgb32_lut.fsh28
-rw-r--r--src/osd/modules/opengl/shader/glsl_plain_rgb32_lut.fsh.c30
17 files changed, 586 insertions, 0 deletions
diff --git a/src/osd/modules/opengl/shader/genc.sh b/src/osd/modules/opengl/shader/genc.sh
new file mode 100644
index 00000000000..2c676e62f9b
--- /dev/null
+++ b/src/osd/modules/opengl/shader/genc.sh
@@ -0,0 +1,46 @@
+#! /bin/sh
+
+##
+## VSH
+##
+
+echo "const char glsl_general_vsh_src[] =" > glsl_general.vsh.c
+sed -e 's/^/"/g' -e 's/$/\\n"/g' glsl_general.vsh >> glsl_general.vsh.c
+echo ";" >> glsl_general.vsh.c
+
+##
+## IDX16 FSH
+##
+
+echo "const char glsl_plain_idx16_lut_fsh_src[] =" > glsl_plain_idx16_lut.fsh.c
+sed -e 's/^/"/g' -e 's/$/\\n"/g' glsl_plain_idx16_lut.fsh >> glsl_plain_idx16_lut.fsh.c
+echo ";" >> glsl_plain_idx16_lut.fsh.c
+
+echo "const char glsl_bilinear_idx16_lut_fsh_src[] =" > glsl_bilinear_idx16_lut.fsh.c
+sed -e 's/^/"/g' -e 's/$/\\n"/g' glsl_bilinear_idx16_lut.fsh >> glsl_bilinear_idx16_lut.fsh.c
+echo ";" >> glsl_bilinear_idx16_lut.fsh.c
+
+##
+## RGB 32 FSH LUT
+##
+
+echo "const char glsl_plain_rgb32_lut_fsh_src[] =" > glsl_plain_rgb32_lut.fsh.c
+sed -e 's/^/"/g' -e 's/$/\\n"/g' glsl_plain_rgb32_lut.fsh >> glsl_plain_rgb32_lut.fsh.c
+echo ";" >> glsl_plain_rgb32_lut.fsh.c
+
+echo "const char glsl_bilinear_rgb32_lut_fsh_src[] =" > glsl_bilinear_rgb32_lut.fsh.c
+sed -e 's/^/"/g' -e 's/$/\\n"/g' glsl_bilinear_rgb32_lut.fsh >> glsl_bilinear_rgb32_lut.fsh.c
+echo ";" >> glsl_bilinear_rgb32_lut.fsh.c
+
+##
+## RGB 32 FSH DIRECT
+##
+
+echo "const char glsl_plain_rgb32_dir_fsh_src[] =" > glsl_plain_rgb32_dir.fsh.c
+sed -e 's/^/"/g' -e 's/$/\\n"/g' glsl_plain_rgb32_dir.fsh >> glsl_plain_rgb32_dir.fsh.c
+echo ";" >> glsl_plain_rgb32_dir.fsh.c
+
+echo "const char glsl_bilinear_rgb32_dir_fsh_src[] =" > glsl_bilinear_rgb32_dir.fsh.c
+sed -e 's/^/"/g' -e 's/$/\\n"/g' glsl_bilinear_rgb32_dir.fsh >> glsl_bilinear_rgb32_dir.fsh.c
+echo ";" >> glsl_bilinear_rgb32_dir.fsh.c
+
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear.vsh b/src/osd/modules/opengl/shader/glsl_bilinear.vsh
new file mode 100644
index 00000000000..22df6221997
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_bilinear.vsh
@@ -0,0 +1,7 @@
+
+void main()
+{
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = ftransform();
+}
+
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh b/src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh
new file mode 100644
index 00000000000..ef0030b7519
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_bilinear_idx16_lut.fsh
@@ -0,0 +1,55 @@
+
+#pragma optimize (on)
+#pragma debug (off)
+
+uniform sampler2D color_texture;
+uniform sampler2D colortable_texture;
+uniform vec2 colortable_sz; // ct size
+uniform vec2 colortable_pow2_sz; // pow2 ct size
+uniform vec2 color_texture_pow2_sz; // pow2 tex size
+
+vec4 lutTex2D(in vec2 texcoord)
+{
+ vec4 color_tex;
+ vec2 color_map_coord;
+
+ // normalized texture coordinates ..
+ color_tex = texture2D(color_texture, texcoord);
+
+ // GL_UNSIGNED_SHORT GL_ALPHA in ALPHA16 conversion:
+ // general: f = c / ((2*N)-1), c color bitfield, N number of bits
+ // ushort: c = ((2**16)-1)*f;
+ color_map_coord.x = floor( 65535.0 * color_tex.a + 0.5 );
+
+ // map it to the 2D lut table
+ color_map_coord.y = floor(color_map_coord.x/colortable_sz.x);
+ color_map_coord.x = mod(color_map_coord.x,colortable_sz.x);
+
+ return texture2D(colortable_texture, (color_map_coord+vec2(0.5)) / colortable_pow2_sz);
+}
+
+void main()
+{
+ vec2 xy = gl_TexCoord[0].st;
+
+ // mix(x,y,a): x*(1-a) + y*a
+ //
+ // bilinear filtering includes 2 mix:
+ //
+ // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio
+ // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio
+ // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio
+ //
+ // so we can use the build in mix function for these 2 computations ;-)
+ //
+ vec2 uv_ratio = fract(xy*color_texture_pow2_sz); // xy*color_texture_pow2_sz - floor(xy*color_texture_pow2_sz);
+ vec2 one = 1.0/color_texture_pow2_sz;
+
+ vec4 col1, col2;
+
+ col1 = mix( lutTex2D(xy ), lutTex2D(xy + vec2(one.x, 0.0)), uv_ratio.x);
+ col2 = mix( lutTex2D(xy + vec2(0.0, one.y)), lutTex2D(xy + one ), uv_ratio.x);
+
+ gl_FragColor = mix ( col1, col2, uv_ratio.y );
+}
+
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"
+;
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh
new file mode 100644
index 00000000000..c739c16934e
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh
@@ -0,0 +1,54 @@
+
+#pragma optimize (on)
+#pragma debug (off)
+
+uniform sampler2D color_texture;
+uniform vec2 color_texture_pow2_sz; // pow2 tex size
+uniform vec4 vid_attributes; // gamma, contrast, brightness
+
+// #define DO_GAMMA 1 // 'pow' is very slow on old hardware, i.e. pre R600 and 'slow' in general
+
+#define TEX2D(v) texture2D(color_texture,(v))
+
+void main()
+{
+ vec2 xy = gl_TexCoord[0].st;
+
+ // mix(x,y,a): x*(1-a) + y*a
+ //
+ // bilinear filtering includes 2 mix:
+ //
+ // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio
+ // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio
+ // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio
+ //
+ // so we can use the build in mix function for these 2 computations ;-)
+ //
+ vec2 uv_ratio = fract(xy*color_texture_pow2_sz); // xy*color_texture_pow2_sz - floor(xy*color_texture_pow2_sz);
+ vec2 one = 1.0/color_texture_pow2_sz;
+
+#if 1
+ vec4 col, col2;
+
+ col = mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x);
+ col2 = mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x);
+ col = mix ( col, col2, uv_ratio.y );
+#else
+ // doesn't work on MacOSX GLSL engine ..
+ //
+ vec4 col = mix ( mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x),
+ mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x), uv_ratio.y );
+#endif
+
+ // gamma, contrast, brightness equation from: rendutil.h / apply_brightness_contrast_gamma_fp
+
+#ifdef DO_GAMMA
+ // gamma/contrast/brightness
+ vec4 gamma = vec4(1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 0.0);
+ gl_FragColor = ( pow ( col, gamma ) * vid_attributes.g) + vid_attributes.b - 1.0;
+#else
+ // contrast/brightness
+ gl_FragColor = ( col * vid_attributes.g) + vid_attributes.b - 1.0;
+#endif
+}
+
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c
new file mode 100644
index 00000000000..d6265b8905b
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c
@@ -0,0 +1,56 @@
+const char glsl_bilinear_rgb32_dir_fsh_src[] =
+"\n"
+"#pragma optimize (on)\n"
+"#pragma debug (off)\n"
+"\n"
+"uniform sampler2D color_texture;\n"
+"uniform vec2 color_texture_pow2_sz; // pow2 tex size\n"
+"uniform vec4 vid_attributes; // gamma, contrast, brightness\n"
+"\n"
+"// #define DO_GAMMA 1 // 'pow' is very slow on old hardware, i.e. pre R600 and 'slow' in general\n"
+"\n"
+"#define TEX2D(v) texture2D(color_texture,(v))\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"
+"#if 1\n"
+" vec4 col, col2;\n"
+"\n"
+" col = mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x);\n"
+" col2 = mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x);\n"
+" col = mix ( col, col2, uv_ratio.y );\n"
+"#else\n"
+" // doesn't work on MacOSX GLSL engine ..\n"
+" //\n"
+" vec4 col = mix ( mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x),\n"
+" mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x), uv_ratio.y );\n"
+"#endif\n"
+"\n"
+" // gamma, contrast, brightness equation from: rendutil.h / apply_brightness_contrast_gamma_fp\n"
+"\n"
+"#ifdef DO_GAMMA\n"
+" // gamma/contrast/brightness\n"
+" vec4 gamma = vec4(1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 0.0);\n"
+" gl_FragColor = ( pow ( col, gamma ) * vid_attributes.g) + vid_attributes.b - 1.0;\n"
+"#else\n"
+" // contrast/brightness\n"
+" gl_FragColor = ( col * vid_attributes.g) + vid_attributes.b - 1.0;\n"
+"#endif\n"
+"}\n"
+"\n"
+;
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh
new file mode 100644
index 00000000000..d6c9f5e7f59
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_lut.fsh
@@ -0,0 +1,58 @@
+
+#pragma optimize (on)
+#pragma debug (off)
+
+uniform sampler2D color_texture;
+uniform sampler2D colortable_texture;
+uniform vec2 colortable_sz; // orig size
+uniform vec2 colortable_pow2_sz; // pow2 ct size
+uniform vec2 color_texture_pow2_sz; // pow2 tex size
+
+vec4 lutTex2D(in vec2 texcoord)
+{
+ vec4 color_tex;
+ vec2 color_map_coord;
+ vec4 color0;
+ float colortable_scale = (colortable_sz.x/3.0) / colortable_pow2_sz.x;
+
+ // normalized texture coordinates ..
+ color_tex = texture2D(color_texture, texcoord) * ((colortable_sz.x/3.0)-1.0)/colortable_pow2_sz.x;// lookup space
+
+ color_map_coord.x = color_tex.b;
+ color0.b = texture2D(colortable_texture, color_map_coord).b;
+
+ color_map_coord.x = color_tex.g + colortable_scale;
+ color0.g = texture2D(colortable_texture, color_map_coord).g;
+
+ color_map_coord.x = color_tex.r + 2.0 * colortable_scale;
+ color0.r = texture2D(colortable_texture, color_map_coord).r;
+
+ return color0;
+}
+
+void main()
+{
+ vec2 xy = gl_TexCoord[0].st;
+
+ // mix(x,y,a): x*(1-a) + y*a
+ //
+ // bilinear filtering includes 2 mix:
+ //
+ // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio
+ // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio
+ // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio
+ //
+ // so we can use the build in mix function for these 2 computations ;-)
+ //
+ vec2 uv_ratio = fract(xy*color_texture_pow2_sz); // xy*color_texture_pow2_sz - floor(xy*color_texture_pow2_sz);
+ vec2 one = 1.0/color_texture_pow2_sz;
+
+ vec4 col1, col2;
+
+ col1 = mix( lutTex2D(xy ), lutTex2D(xy + vec2(one.x, 0.0)), uv_ratio.x);
+ col2 = mix( lutTex2D(xy + vec2(0.0, one.y)), lutTex2D(xy + one ), uv_ratio.x);
+
+ gl_FragColor = mix ( col1, col2, uv_ratio.y );
+}
+
+
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"
+;
diff --git a/src/osd/modules/opengl/shader/glsl_general.vsh b/src/osd/modules/opengl/shader/glsl_general.vsh
new file mode 100644
index 00000000000..22df6221997
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_general.vsh
@@ -0,0 +1,7 @@
+
+void main()
+{
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = ftransform();
+}
+
diff --git a/src/osd/modules/opengl/shader/glsl_general.vsh.c b/src/osd/modules/opengl/shader/glsl_general.vsh.c
new file mode 100644
index 00000000000..d0bf6eb8a68
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_general.vsh.c
@@ -0,0 +1,9 @@
+const char glsl_general_vsh_src[] =
+"\n"
+"void main()\n"
+"{\n"
+" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+" gl_Position = ftransform();\n"
+"}\n"
+"\n"
+;
diff --git a/src/osd/modules/opengl/shader/glsl_plain.vsh b/src/osd/modules/opengl/shader/glsl_plain.vsh
new file mode 100644
index 00000000000..22df6221997
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_plain.vsh
@@ -0,0 +1,7 @@
+
+void main()
+{
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = ftransform();
+}
+
diff --git a/src/osd/modules/opengl/shader/glsl_plain_idx16_lut.fsh b/src/osd/modules/opengl/shader/glsl_plain_idx16_lut.fsh
new file mode 100644
index 00000000000..465aa610d59
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_plain_idx16_lut.fsh
@@ -0,0 +1,30 @@
+
+#pragma optimize (on)
+#pragma debug (off)
+
+uniform sampler2D color_texture;
+uniform sampler2D colortable_texture;
+uniform vec2 colortable_sz; // ct size
+uniform vec2 colortable_pow2_sz; // pow2 ct size
+
+void main()
+{
+ vec4 color_tex;
+ vec2 color_map_coord;
+
+ // normalized texture coordinates ..
+ color_tex = texture2D(color_texture, gl_TexCoord[0].st);
+
+ // GL_UNSIGNED_SHORT GL_ALPHA in ALPHA16 conversion:
+ // general: f = c / ((2*N)-1), c color bitfield, N number of bits
+ // ushort: c = ((2**16)-1)*f;
+ color_map_coord.x = floor( 65535.0 * color_tex.a + 0.5 );
+
+ // map it to the 2D lut table
+ color_map_coord.y = floor(color_map_coord.x/colortable_sz.x);
+ color_map_coord.x = mod(color_map_coord.x,colortable_sz.x);
+
+ gl_FragColor = texture2D(colortable_texture, (color_map_coord+vec2(0.5)) / colortable_pow2_sz);
+}
+
+
diff --git a/src/osd/modules/opengl/shader/glsl_plain_idx16_lut.fsh.c b/src/osd/modules/opengl/shader/glsl_plain_idx16_lut.fsh.c
new file mode 100644
index 00000000000..f9f18b615e6
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_plain_idx16_lut.fsh.c
@@ -0,0 +1,32 @@
+const char glsl_plain_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"
+"\n"
+"void main()\n"
+"{\n"
+" vec4 color_tex;\n"
+" vec2 color_map_coord;\n"
+"\n"
+" // normalized texture coordinates ..\n"
+" color_tex = texture2D(color_texture, gl_TexCoord[0].st);\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"
+" gl_FragColor = texture2D(colortable_texture, (color_map_coord+vec2(0.5)) / colortable_pow2_sz);\n"
+"}\n"
+"\n"
+"\n"
+;
diff --git a/src/osd/modules/opengl/shader/glsl_plain_rgb32_dir.fsh b/src/osd/modules/opengl/shader/glsl_plain_rgb32_dir.fsh
new file mode 100644
index 00000000000..0e5a4605ac8
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_plain_rgb32_dir.fsh
@@ -0,0 +1,24 @@
+
+#pragma optimize (on)
+#pragma debug (off)
+
+uniform sampler2D color_texture;
+uniform vec4 vid_attributes; // gamma, contrast, brightness
+
+// #define DO_GAMMA 1 // 'pow' is very slow on old hardware, i.e. pre R600 and 'slow' in general
+
+void main()
+{
+#ifdef DO_GAMMA
+ vec4 gamma = vec4( 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 0.0);
+
+ // gamma, contrast, brightness equation from: rendutil.h / apply_brightness_contrast_gamma_fp
+ vec4 color = pow( texture2D(color_texture, gl_TexCoord[0].st) , gamma);
+#else
+ vec4 color = texture2D(color_texture, gl_TexCoord[0].st);
+#endif
+
+ // contrast/brightness
+ gl_FragColor = (color * vid_attributes.g) + vid_attributes.b - 1.0;
+}
+
diff --git a/src/osd/modules/opengl/shader/glsl_plain_rgb32_dir.fsh.c b/src/osd/modules/opengl/shader/glsl_plain_rgb32_dir.fsh.c
new file mode 100644
index 00000000000..1e206d671cd
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_plain_rgb32_dir.fsh.c
@@ -0,0 +1,26 @@
+const char glsl_plain_rgb32_dir_fsh_src[] =
+"\n"
+"#pragma optimize (on)\n"
+"#pragma debug (off)\n"
+"\n"
+"uniform sampler2D color_texture;\n"
+"uniform vec4 vid_attributes; // gamma, contrast, brightness\n"
+"\n"
+"// #define DO_GAMMA 1 // 'pow' is very slow on old hardware, i.e. pre R600 and 'slow' in general\n"
+"\n"
+"void main()\n"
+"{\n"
+"#ifdef DO_GAMMA\n"
+" vec4 gamma = vec4( 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 0.0);\n"
+"\n"
+" // gamma, contrast, brightness equation from: rendutil.h / apply_brightness_contrast_gamma_fp\n"
+" vec4 color = pow( texture2D(color_texture, gl_TexCoord[0].st) , gamma);\n"
+"#else\n"
+" vec4 color = texture2D(color_texture, gl_TexCoord[0].st);\n"
+"#endif\n"
+"\n"
+" // contrast/brightness\n"
+" gl_FragColor = (color * vid_attributes.g) + vid_attributes.b - 1.0;\n"
+"}\n"
+"\n"
+;
diff --git a/src/osd/modules/opengl/shader/glsl_plain_rgb32_lut.fsh b/src/osd/modules/opengl/shader/glsl_plain_rgb32_lut.fsh
new file mode 100644
index 00000000000..14c05aaa844
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_plain_rgb32_lut.fsh
@@ -0,0 +1,28 @@
+
+#pragma optimize (on)
+#pragma debug (off)
+
+uniform sampler2D color_texture;
+uniform sampler2D colortable_texture;
+uniform vec2 colortable_sz; // orig size for full bgr
+uniform vec2 colortable_pow2_sz; // orig size for full bgr
+
+void main()
+{
+ vec4 color_tex;
+ vec2 color_map_coord;
+ float colortable_scale = (colortable_sz.x/3.0) / colortable_pow2_sz.x;
+
+ // normalized texture coordinates ..
+ color_tex = texture2D(color_texture, gl_TexCoord[0].st) * ((colortable_sz.x/3.0)-1.0)/colortable_pow2_sz.x;// lookup space
+
+ color_map_coord.x = color_tex.b;
+ gl_FragColor.b = texture2D(colortable_texture, color_map_coord).b;
+
+ color_map_coord.x = color_tex.g + colortable_scale;
+ gl_FragColor.g = texture2D(colortable_texture, color_map_coord).g;
+
+ color_map_coord.x = color_tex.r + 2.0 * colortable_scale;
+ gl_FragColor.r = texture2D(colortable_texture, color_map_coord).r;
+}
+
diff --git a/src/osd/modules/opengl/shader/glsl_plain_rgb32_lut.fsh.c b/src/osd/modules/opengl/shader/glsl_plain_rgb32_lut.fsh.c
new file mode 100644
index 00000000000..d1263ea6864
--- /dev/null
+++ b/src/osd/modules/opengl/shader/glsl_plain_rgb32_lut.fsh.c
@@ -0,0 +1,30 @@
+const char glsl_plain_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 for full bgr\n"
+"uniform vec2 colortable_pow2_sz; // orig size for full bgr\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec4 color_tex;\n"
+" vec2 color_map_coord;\n"
+" float colortable_scale = (colortable_sz.x/3.0) / colortable_pow2_sz.x;\n"
+"\n"
+" // normalized texture coordinates ..\n"
+" color_tex = texture2D(color_texture, gl_TexCoord[0].st) * ((colortable_sz.x/3.0)-1.0)/colortable_pow2_sz.x;// lookup space \n"
+"\n"
+" color_map_coord.x = color_tex.b;\n"
+" gl_FragColor.b = texture2D(colortable_texture, color_map_coord).b;\n"
+"\n"
+" color_map_coord.x = color_tex.g + colortable_scale;\n"
+" gl_FragColor.g = texture2D(colortable_texture, color_map_coord).g;\n"
+"\n"
+" color_map_coord.x = color_tex.r + 2.0 * colortable_scale;\n"
+" gl_FragColor.r = texture2D(colortable_texture, color_map_coord).r;\n"
+"}\n"
+"\n"
+;