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https://github.com/mpv-player/mpv
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Fix for changed env parameter contents and improve speed.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@19023 b3059339-0415-0410-9bf9-f77b7e298cf2
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@ -6,36 +6,32 @@
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# This is some custom edge-detect like effect.
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# Try adjusting the gamma!
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# program.env[0].xy contains the size of one source texel
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PARAM sizes = program.env[0];
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TEMP res, y, u, v, pos, tmp;
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TEX y, fragment.texcoord[0], texture[0], 2D;
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MUL y, y, {4, 4, 4, 0};
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ADD pos, fragment.texcoord[0], sizes.xwww; # texel to the right
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TEX tmp, pos, texture[0], 2D;
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SUB y, y, tmp;
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SUB pos, fragment.texcoord[0], sizes.xwww; # texel to the left
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TEX tmp, pos, texture[0], 2D;
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SUB y, y, tmp;
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ADD pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. above?
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TEX tmp, pos, texture[0], 2D;
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SUB y, y, tmp;
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SUB pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. below?
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TEX tmp, pos, texture[0], 2D;
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SUB y, y, tmp;
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MAD res, y, {2, 2, 2, 0}, {0.5, 0.5, 0.5, 0};
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# now do the normal YUV -> RGB conversion
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MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0};
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TEX u, fragment.texcoord[1], texture[1], 2D;
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MAD res, u, {0, -0.391, 2.018, 0}, res;
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TEX v, fragment.texcoord[2], texture[2], 2D;
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MAD res, v, {1.596, -0.813, 0, 0}, res;
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TEMP res, yuv, pos, tmp, sizes;
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SWZ sizes, program.env[0], x, y, 0, 0;
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TEX yuv.r, fragment.texcoord[0], texture[0], 2D;
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ADD pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the right and below
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TEX tmp.r, pos.xyxy, texture[0], 2D;
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MAD yuv.r, yuv.rrrr, {4}, -tmp.rrrr;
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TEX tmp.r, pos.zwzw, texture[0], 2D;
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SUB yuv.r, yuv.rrrr, tmp.rrrr;
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SUB pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the left and above
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TEX tmp.r, pos.xyxy, texture[0], 2D;
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SUB yuv.r, yuv.rrrr, tmp.rrrr;
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TEX tmp.r, pos.zwzw, texture[0], 2D;
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SUB yuv.r, yuv.rrrr, tmp.rrrr;
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TEX yuv.g, fragment.texcoord[1], texture[1], 2D;
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TEX yuv.b, fragment.texcoord[2], texture[2], 2D;
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# now do the normal YUV -> RGB conversion but include effect strength
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# multiplication by 2 and 0.5 offset
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MAD res, yuv.rrrr, {2.328, 2.328, 2.328, 0}, {-0.37416, 1.03133, -0.58599, 0.125};
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MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res;
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MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res;
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# do gamma texture lookup
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ADD res.a, res.a, 0.125;
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TEX res.r, res.raaa, texture[3], 2D;
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ADD res.a, res.a, 0.25;
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TEX res.g, res.gaaa, texture[3], 2D;
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ADD res.a, res.a, 0.25;
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TEX res.b, res.baaa, texture[3], 2D;
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# move res into result, this allows easily commenting out some parts.
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ADD result.color, res, {0, 0, 0, 0};
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MOV result.color, res;
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END
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@ -5,29 +5,25 @@
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# Usage: mplayer -vo gl:yuv=4:customprog=emboss.fp
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# This is an emboss effect.
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PARAM sizes = program.env[0];
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TEMP res, y, u, v, xdiff, ydiff, pos, tmp;
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TEX y, fragment.texcoord[0], texture[0], 2D;
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SUB pos, fragment.texcoord[0], sizes.xwww;
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TEX tmp, pos, texture[0], 2D;
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SUB xdiff, y, tmp;
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MAD xdiff, xdiff, {0.5, 0.5, 0.5, 0}, {0.5, 0.5, 0.5, 0};
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SUB pos, fragment.texcoord[0], sizes.wyww;
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TEX tmp, pos, texture[0], 2D;
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SUB ydiff, y, tmp;
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MAD res, ydiff, {0.8660, 0.8660, 0.8660, 0}, xdiff;
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# now do the normal YUV -> RGB conversion
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MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0};
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TEX u, fragment.texcoord[1], texture[1], 2D;
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MAD res, u, {0, -0.391, 2.018, 0}, res;
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TEX v, fragment.texcoord[2], texture[2], 2D;
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MAD res, v, {1.596, -0.813, 0, 0}, res;
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TEMP res, yuv, pos, tmp;
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TEX yuv.r, fragment.texcoord[0], texture[0], 2D;
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MAD pos, sizes.xyxy, {-0.5, 0, 0, -0.8660}, fragment.texcoord[0].xyxy;
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TEX tmp.r, pos.xyxy, texture[0], 2D;
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MAD yuv.r, yuv.rrrr, {2}, -tmp.rrrr;
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TEX tmp.r, pos.zwzw, texture[0], 2D;
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SUB yuv.r, yuv.rrrr, tmp.rrrr;
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TEX yuv.g, fragment.texcoord[1], texture[1], 2D;
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TEX yuv.b, fragment.texcoord[2], texture[2], 2D;
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# now do the normal YUV -> RGB conversion but with 0.5 offset
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MAD res, yuv.rrrr, {1.164, 1.164, 1.164, 0}, {-0.37416, 1.03133, -0.58599, 0.125};
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MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res;
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MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res;
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# do gamma texture lookup
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ADD res.a, res.a, 0.125;
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TEX res.r, res.raaa, texture[3], 2D;
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ADD res.a, res.a, 0.25;
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TEX res.g, res.gaaa, texture[3], 2D;
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ADD res.a, res.a, 0.25;
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TEX res.b, res.baaa, texture[3], 2D;
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# move res into result, this allows easily commenting out some parts.
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ADD result.color, res, {0, 0, 0, 0};
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MOV result.color, res;
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END
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