mirror of
https://github.com/jojo61/vdr-plugin-softhdcuvid.git
synced 2025-03-01 10:39:28 +00:00
Some refactoring of shaders
This commit is contained in:
164
shaders.h
164
shaders.h
@@ -1,121 +1,17 @@
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// shader
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#ifdef CUVID
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char vertex_osd[] = { "\
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#version 330\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 330\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 310 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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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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}\n" };
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char fragment[] = { "\
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#version 310 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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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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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.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;\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 310 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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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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//#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.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\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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const char *gl_version = "#version 330";
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#else
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#ifdef RASPI
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const char *gl_version = "#version 300 es";
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#else
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const char *gl_version = " ";
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#endif
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#endif
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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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char vertex_3[] = {"\
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%s\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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@@ -130,8 +26,8 @@ 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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char fragment_3[] = {"\
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%s\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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@@ -157,8 +53,8 @@ color.a = 1.0;\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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char fragment_bt2100_3[] = {"\
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%s\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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@@ -189,10 +85,10 @@ 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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%s\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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@@ -202,7 +98,7 @@ texcoord0 = vertex_texcoord0;\n\
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}\n" };
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char fragment_osd[] = { "\
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\n\
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%s\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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@@ -215,7 +111,7 @@ out_color = color;\n\
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}\n" };
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char vertex[] = { "\
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\n\
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%s\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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@@ -228,7 +124,7 @@ texcoord1 = vertex_texcoord1;\n\
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}\n" };
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char fragment[] = { "\
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\n\
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%s\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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@@ -252,7 +148,7 @@ out_color = color;\n\
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}\n" };
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char fragment_bt2100[] = { "\
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\n \
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%s\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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@@ -280,7 +176,7 @@ 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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/* Color conversion matrix: RGB = m * YUV + c
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* m is in row-major matrix, with m[row][col], e.g.:
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@@ -382,9 +278,10 @@ static void compile_attach_shader(GLuint program, GLenum type, const char *sourc
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GLint status, log_length;
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char log[4000];
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GLsizei len;
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char *buffer = (char *) malloc(1000);
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sprintf(buffer,source,gl_version);
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glShaderSource(shader, 1, (const GLchar **)&buffer, NULL);
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glCompileShader(shader);
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status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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@@ -396,6 +293,7 @@ static void compile_attach_shader(GLuint program, GLenum type, const char *sourc
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glAttachShader(program, shader);
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glDeleteShader(shader);
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free(buffer);
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}
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static void link_shader(GLuint program)
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@@ -439,27 +337,27 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
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case AVCOL_SPC_RGB:
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m = &yuv_bt601.m[0][0];
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c = &yuv_bt601.c[0];
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frag = fragment;
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frag = Planes == 3?fragment_3:fragment;
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Debug(3, "BT601 Colorspace used\n");
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break;
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case AVCOL_SPC_BT709:
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case AVCOL_SPC_UNSPECIFIED: // comes with UHD
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m = &yuv_bt709.m[0][0];
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c = &yuv_bt709.c[0];
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frag = fragment;
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frag = Planes==3?fragment_3:fragment;
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Debug(3, "BT709 Colorspace used\n");
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break;
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case AVCOL_SPC_BT2020_NCL:
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m = &yuv_bt2020ncl.m[0][0];
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c = &yuv_bt2020ncl.c[0];
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cms = &cms_matrix[0][0];
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frag = fragment_bt2100;
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frag = Planes == 3?fragment_bt2100_3:fragment_bt2100;
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Debug(3, "BT2020NCL Colorspace used\n");
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break;
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default: // fallback
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m = &yuv_bt709.m[0][0];
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c = &yuv_bt709.c[0];
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frag = fragment;
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frag = Planes==3?fragment_3:fragment;
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Debug(3, "default BT709 Colorspace used %d\n", colorspace);
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break;
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}
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@@ -467,7 +365,7 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
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Debug(3, "vor create\n");
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gl_prog = glCreateProgram();
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Debug(3, "vor compile vertex\n");
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compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex);
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compile_attach_shader(gl_prog, GL_VERTEX_SHADER, Planes==3?vertex_3:vertex);
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Debug(3, "vor compile fragment\n");
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compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, frag);
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glBindAttribLocation(gl_prog, 0, "vertex_position");
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