mirror of
https://github.com/mpv-player/mpv
synced 2024-12-22 14:52:43 +00:00
d4bdd0473d
Tis drops the silly lib prefixes, and attempts to organize the tree in a more logical way. Make the top-level directory less cluttered as well. Renames the following directories: libaf -> audio/filter libao2 -> audio/out libvo -> video/out libmpdemux -> demux Split libmpcodecs: vf* -> video/filter vd*, dec_video.* -> video/decode mp_image*, img_format*, ... -> video/ ad*, dec_audio.* -> audio/decode libaf/format.* is moved to audio/ - this is similar to how mp_image.* is located in video/. Move most top-level .c/.h files to core. (talloc.c/.h is left on top- level, because it's external.) Park some of the more annoying files in compat/. Some of these are relicts from the time mplayer used ffmpeg internals. sub/ is not split, because it's too much of a mess (subtitle code is mixed with OSD display and rendering). Maybe the organization of core is not ideal: it mixes playback core (like mplayer.c) and utility helpers (like bstr.c/h). Should the need arise, the playback core will be moved somewhere else, while core contains all helper and common code.
356 lines
13 KiB
GLSL
356 lines
13 KiB
GLSL
/*
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* This file is part of mplayer2.
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*
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* mplayer2 is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* mplayer2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with mplayer2; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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// Note that this file is not directly passed as shader, but run through some
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// text processing functions, and in fact contains multiple vertex and fragment
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// shaders.
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// inserted at the beginning of all shaders
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#!section prelude
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// GLSL 1.20 compatibility layer
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// texture() should be assumed to always map to texture2D()
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#if __VERSION__ >= 130
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# define texture1D texture
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# define texture3D texture
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# define DECLARE_FRAGPARMS \
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out vec4 out_color;
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#else
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# define texture texture2D
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# define DECLARE_FRAGPARMS
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# define out_color gl_FragColor
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# define in varying
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#endif
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// Earlier GLSL doesn't support mix() with bvec
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#if __VERSION__ >= 130
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vec3 srgb_compand(vec3 v)
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{
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return mix(1.055 * pow(v, vec3(1.0/2.4)) - vec3(0.055), v * 12.92,
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lessThanEqual(v, vec3(0.0031308)));
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}
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#endif
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#!section vertex_all
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#if __VERSION__ < 130
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# undef in
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# define in attribute
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# define out varying
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#endif
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uniform mat3 transform;
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uniform sampler3D lut_3d;
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in vec2 vertex_position;
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in vec4 vertex_color;
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out vec4 color;
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in vec2 vertex_texcoord;
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out vec2 texcoord;
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void main() {
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vec3 position = vec3(vertex_position, 1);
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#ifndef FIXED_SCALE
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position = transform * position;
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#endif
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gl_Position = vec4(position, 1);
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color = vertex_color;
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#ifdef USE_OSD_LINEAR_CONV
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// If no 3dlut is being used, we need to pull up to linear light for
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// the sRGB function. *IF* 3dlut is used, we do not.
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color.rgb = pow(color.rgb, vec3(2.2));
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#endif
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#ifdef USE_OSD_3DLUT
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color = vec4(texture3D(lut_3d, color.rgb).rgb, color.a);
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#endif
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#ifdef USE_OSD_SRGB
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color.rgb = srgb_compand(color.rgb);
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#endif
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texcoord = vertex_texcoord;
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}
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#!section frag_osd_libass
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uniform sampler2D textures[3];
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in vec2 texcoord;
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in vec4 color;
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DECLARE_FRAGPARMS
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void main() {
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out_color = vec4(color.rgb, color.a * texture(textures[0], texcoord).r);
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}
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#!section frag_osd_rgba
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uniform sampler2D textures[3];
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in vec2 texcoord;
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DECLARE_FRAGPARMS
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void main() {
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out_color = texture(textures[0], texcoord);
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}
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#!section frag_video
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uniform sampler2D textures[3];
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uniform vec2 textures_size[3];
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uniform sampler1D lut_c_1d;
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uniform sampler1D lut_l_1d;
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uniform sampler2D lut_c_2d;
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uniform sampler2D lut_l_2d;
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uniform sampler3D lut_3d;
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uniform sampler2D dither;
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uniform mat4x3 colormatrix;
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uniform vec3 inv_gamma;
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uniform float conv_gamma;
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uniform float dither_quantization;
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uniform float dither_multiply;
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uniform float filter_param1;
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uniform vec2 dither_size;
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in vec2 texcoord;
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DECLARE_FRAGPARMS
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vec4 sample_bilinear(sampler2D tex, vec2 texsize, vec2 texcoord) {
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return texture(tex, texcoord);
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}
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// Explanation how bicubic scaling with only 4 texel fetches is done:
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// http://www.mate.tue.nl/mate/pdfs/10318.pdf
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// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
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// Explanation why this algorithm normally always blurs, even with unit scaling:
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// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
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// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
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vec4 calcweights(float s) {
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vec4 t = vec4(-0.5, 0.1666, 0.3333, -0.3333) * s + vec4(1, 0, -0.5, 0.5);
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t = t * s + vec4(0, 0, -0.5, 0.5);
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t = t * s + vec4(-0.6666, 0, 0.8333, 0.1666);
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vec2 a = vec2(1 / t.z, 1 / t.w);
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t.xy = t.xy * a + vec2(1, 1);
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t.x = t.x + s;
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t.y = t.y - s;
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return t;
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}
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vec4 sample_bicubic_fast(sampler2D tex, vec2 texsize, vec2 texcoord) {
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vec2 pt = 1 / texsize;
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vec2 fcoord = fract(texcoord * texsize + vec2(0.5, 0.5));
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vec4 parmx = calcweights(fcoord.x);
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vec4 parmy = calcweights(fcoord.y);
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vec4 cdelta;
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cdelta.xz = parmx.rg * vec2(-pt.x, pt.x);
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cdelta.yw = parmy.rg * vec2(-pt.y, pt.y);
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// first y-interpolation
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vec4 ar = texture(tex, texcoord + cdelta.xy);
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vec4 ag = texture(tex, texcoord + cdelta.xw);
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vec4 ab = mix(ag, ar, parmy.b);
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// second y-interpolation
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vec4 br = texture(tex, texcoord + cdelta.zy);
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vec4 bg = texture(tex, texcoord + cdelta.zw);
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vec4 aa = mix(bg, br, parmy.b);
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// x-interpolation
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return mix(aa, ab, parmx.b);
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}
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float[2] weights2(sampler1D lookup, float f) {
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vec4 c = texture1D(lookup, f);
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return float[2](c.r, c.g);
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}
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float[4] weights4(sampler1D lookup, float f) {
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vec4 c = texture1D(lookup, f);
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return float[4](c.r, c.g, c.b, c.a);
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}
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float[6] weights6(sampler2D lookup, float f) {
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vec4 c1 = texture(lookup, vec2(0.25, f));
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vec4 c2 = texture(lookup, vec2(0.75, f));
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return float[6](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
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}
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float[8] weights8(sampler2D lookup, float f) {
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vec4 c1 = texture(lookup, vec2(0.25, f));
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vec4 c2 = texture(lookup, vec2(0.75, f));
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return float[8](c1.r, c1.g, c1.b, c1.a, c2.r, c2.g, c2.b, c2.a);
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}
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float[12] weights12(sampler2D lookup, float f) {
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vec4 c1 = texture(lookup, vec2(1.0/6.0, f));
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vec4 c2 = texture(lookup, vec2(0.5, f));
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vec4 c3 = texture(lookup, vec2(5.0/6.0, f));
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return float[12](c1.r, c1.g, c1.b, c1.a,
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c2.r, c2.g, c2.b, c2.a,
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c3.r, c3.g, c3.b, c3.a);
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}
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float[16] weights16(sampler2D lookup, float f) {
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vec4 c1 = texture(lookup, vec2(0.125, f));
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vec4 c2 = texture(lookup, vec2(0.375, f));
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vec4 c3 = texture(lookup, vec2(0.625, f));
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vec4 c4 = texture(lookup, vec2(0.875, f));
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return float[16](c1.r, c1.g, c1.b, c1.a, c2.r, c2.g, c2.b, c2.a,
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c3.r, c3.g, c3.b, c3.a, c4.r, c4.g, c4.b, c4.a);
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}
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#define CONVOLUTION_SEP_N(NAME, N) \
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vec4 NAME(sampler2D tex, vec2 texcoord, vec2 pt, float weights[N]) { \
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vec4 res = vec4(0); \
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for (int n = 0; n < N; n++) { \
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res += weights[n] * texture(tex, texcoord + pt * n); \
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} \
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return res; \
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}
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CONVOLUTION_SEP_N(convolution_sep2, 2)
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CONVOLUTION_SEP_N(convolution_sep4, 4)
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CONVOLUTION_SEP_N(convolution_sep6, 6)
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CONVOLUTION_SEP_N(convolution_sep8, 8)
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CONVOLUTION_SEP_N(convolution_sep12, 12)
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CONVOLUTION_SEP_N(convolution_sep16, 16)
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// The dir parameter is (0, 1) or (1, 0), and we expect the shader compiler to
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// remove all the redundant multiplications and additions.
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#define SAMPLE_CONVOLUTION_SEP_N(NAME, N, SAMPLERT, CONV_FUNC, WEIGHTS_FUNC)\
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vec4 NAME(vec2 dir, SAMPLERT lookup, sampler2D tex, vec2 texsize, \
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vec2 texcoord) { \
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vec2 pt = (1 / texsize) * dir; \
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float fcoord = dot(fract(texcoord * texsize - 0.5), dir); \
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vec2 base = texcoord - fcoord * pt; \
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return CONV_FUNC(tex, base - pt * (N / 2 - 1), pt, \
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WEIGHTS_FUNC(lookup, fcoord)); \
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}
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SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep2, 2, sampler1D, convolution_sep2, weights2)
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SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep4, 4, sampler1D, convolution_sep4, weights4)
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SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep6, 6, sampler2D, convolution_sep6, weights6)
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SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep8, 8, sampler2D, convolution_sep8, weights8)
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SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep12, 12, sampler2D, convolution_sep12, weights12)
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SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep16, 16, sampler2D, convolution_sep16, weights16)
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#define CONVOLUTION_N(NAME, N) \
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vec4 NAME(sampler2D tex, vec2 texcoord, vec2 pt, float taps_x[N], \
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float taps_y[N]) { \
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vec4 res = vec4(0); \
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for (int y = 0; y < N; y++) { \
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vec4 line = vec4(0); \
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for (int x = 0; x < N; x++) \
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line += taps_x[x] * texture(tex, texcoord + pt * vec2(x, y));\
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res += taps_y[y] * line; \
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} \
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return res; \
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}
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CONVOLUTION_N(convolution2, 2)
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CONVOLUTION_N(convolution4, 4)
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CONVOLUTION_N(convolution6, 6)
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CONVOLUTION_N(convolution8, 8)
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CONVOLUTION_N(convolution12, 12)
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CONVOLUTION_N(convolution16, 16)
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#define SAMPLE_CONVOLUTION_N(NAME, N, SAMPLERT, CONV_FUNC, WEIGHTS_FUNC) \
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vec4 NAME(SAMPLERT lookup, sampler2D tex, vec2 texsize, vec2 texcoord) {\
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vec2 pt = 1 / texsize; \
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vec2 fcoord = fract(texcoord * texsize - 0.5); \
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vec2 base = texcoord - fcoord * pt; \
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return CONV_FUNC(tex, base - pt * (N / 2 - 1), pt, \
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WEIGHTS_FUNC(lookup, fcoord.x), \
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WEIGHTS_FUNC(lookup, fcoord.y)); \
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}
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SAMPLE_CONVOLUTION_N(sample_convolution2, 2, sampler1D, convolution2, weights2)
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SAMPLE_CONVOLUTION_N(sample_convolution4, 4, sampler1D, convolution4, weights4)
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SAMPLE_CONVOLUTION_N(sample_convolution6, 6, sampler2D, convolution6, weights6)
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SAMPLE_CONVOLUTION_N(sample_convolution8, 8, sampler2D, convolution8, weights8)
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SAMPLE_CONVOLUTION_N(sample_convolution12, 12, sampler2D, convolution12, weights12)
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SAMPLE_CONVOLUTION_N(sample_convolution16, 16, sampler2D, convolution16, weights16)
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// Unsharp masking
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vec4 sample_sharpen3(sampler2D tex, vec2 texsize, vec2 texcoord) {
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vec2 pt = 1 / texsize;
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vec2 st = pt * 0.5;
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vec4 p = texture(tex, texcoord);
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vec4 sum = texture(tex, texcoord + st * vec2(+1, +1))
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+ texture(tex, texcoord + st * vec2(+1, -1))
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+ texture(tex, texcoord + st * vec2(-1, +1))
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+ texture(tex, texcoord + st * vec2(-1, -1));
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return p + (p - 0.25 * sum) * filter_param1;
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}
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vec4 sample_sharpen5(sampler2D tex, vec2 texsize, vec2 texcoord) {
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vec2 pt = 1 / texsize;
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vec2 st1 = pt * 1.2;
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vec4 p = texture(tex, texcoord);
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vec4 sum1 = texture(tex, texcoord + st1 * vec2(+1, +1))
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+ texture(tex, texcoord + st1 * vec2(+1, -1))
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+ texture(tex, texcoord + st1 * vec2(-1, +1))
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+ texture(tex, texcoord + st1 * vec2(-1, -1));
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vec2 st2 = pt * 1.5;
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vec4 sum2 = texture(tex, texcoord + st2 * vec2(+1, 0))
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+ texture(tex, texcoord + st2 * vec2( 0, +1))
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+ texture(tex, texcoord + st2 * vec2(-1, 0))
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+ texture(tex, texcoord + st2 * vec2( 0, -1));
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vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;
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return p + t * filter_param1;
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}
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void main() {
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#ifdef USE_PLANAR
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vec3 color = vec3(SAMPLE_L(textures[0], textures_size[0], texcoord).r,
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SAMPLE_C(textures[1], textures_size[1], texcoord).r,
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SAMPLE_C(textures[2], textures_size[2], texcoord).r);
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#else
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vec3 color = SAMPLE_L(textures[0], textures_size[0], texcoord).rgb;
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#endif
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#ifdef USE_GBRP
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color.gbr = color;
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#endif
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#ifdef USE_YGRAY
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// NOTE: actually slightly wrong for 16 bit input video, and completely
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// wrong for 9/10 bit input
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color.gb = vec2(128.0/255.0);
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#endif
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#ifdef USE_COLORMATRIX
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color = mat3(colormatrix) * color + colormatrix[3];
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#endif
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#ifdef USE_LINEAR_CONV
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color = pow(color, vec3(2.2));
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#endif
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#ifdef USE_LINEAR_CONV_INV
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// Convert from linear RGB to gamma RGB before putting it through the 3D-LUT
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// in the final stage.
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color = pow(color, vec3(1.0/2.2));
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#endif
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#ifdef USE_GAMMA_POW
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color = pow(color, inv_gamma);
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#endif
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#ifdef USE_3DLUT
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color = texture3D(lut_3d, color).rgb;
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#endif
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#ifdef USE_SRGB
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color.rgb = srgb_compand(color.rgb);
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#endif
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#ifdef USE_DITHER
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float dither_value = texture(dither, gl_FragCoord.xy / dither_size).r;
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color = floor(color * dither_multiply + dither_value ) / dither_quantization;
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#endif
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out_color = vec4(color, 1);
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}
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