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https://github.com/jojo61/vdr-plugin-softhdcuvid.git
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Prepare for v4l2m2m for Raspi 4
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103
shaders.h
103
shaders.h
@@ -88,8 +88,109 @@ color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
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out_color = color;\n\
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}\n" };
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#endif
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#else
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#ifdef RASPI
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char vertex_osd[] = {"\
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#version 300 es\n\
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in vec2 vertex_position;\n\
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in vec2 vertex_texcoord0;\n\
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out vec2 texcoord0;\n\
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void main() {\n\
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gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
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texcoord0 = vertex_texcoord0;\n\
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}\n"};
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char fragment_osd[] = {"\
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#version 300 es\n\
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#define texture1D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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uniform sampler2D texture0;\n\
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void main() {\n\
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vec4 color; \n\
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color = vec4(texture(texture0, texcoord0));\n\
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out_color = color;\n\
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}\n"};
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char vertex[] = {"\
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#version 300 es\n\
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in vec2 vertex_position;\n\
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in vec2 vertex_texcoord0;\n\
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out vec2 texcoord0;\n\
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in vec2 vertex_texcoord1;\n\
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out vec2 texcoord1;\n\
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in vec2 vertex_texcoord2;\n\
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out vec2 texcoord2;\n\
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void main() {\n\
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gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
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texcoord0 = vertex_texcoord0;\n\
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texcoord1 = vertex_texcoord1;\n\
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texcoord2 = vertex_texcoord1;\n\
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}\n"};
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char fragment[] = {"\
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#version 300 es\n\
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#define texture1D texture\n\
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#define texture3D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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in vec2 texcoord1;\n\
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in vec2 texcoord2;\n\
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uniform mat3 colormatrix;\n\
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uniform vec3 colormatrix_c;\n\
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uniform sampler2D texture0;\n\
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uniform sampler2D texture1;\n\
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uniform sampler2D texture2;\n\
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//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
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void main() {\n\
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vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
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color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
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color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;\n\
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color.b = 1.000000 * vec4(texture(texture2, texcoord2)).r;\n\
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// color conversion\n\
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
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color.a = 1.0;\n\
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// color mapping\n\
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out_color = color;\n\
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}\n"};
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char fragment_bt2100[] = {"\
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#version 300 es\n \
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#define texture1D texture\n\
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#define texture3D texture\n\
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precision mediump float; \
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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in vec2 texcoord1;\n\
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in vec2 texcoord2;\n\
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uniform mat3 colormatrix;\n\
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uniform vec3 colormatrix_c;\n\
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uniform mat3 cms_matrix;\n\
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uniform sampler2D texture0;\n\
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uniform sampler2D texture1;\n\
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uniform sampler2D texture2;\n\
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//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
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void main() {\n\
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vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
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color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;\n\
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color.g = 1.003906 * vec4(texture(texture1, texcoord1)).r;\n\
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color.b = 1.003906 * vec4(texture(texture2, texcoord2)).r;\n\
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// color conversion\n\
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
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color.a = 1.0;\n\
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// color mapping\n\
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color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(2.4));\n\
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color.rgb = cms_matrix * color.rgb;\n\
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color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
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out_color = color;\n\
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}\n"};
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#endif
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#if defined VAAPI && !defined RASPI
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char vertex_osd[] = { "\
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\n\
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in vec2 vertex_position;\n\
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