mirror of
https://github.com/jojo61/vdr-plugin-softhdcuvid.git
synced 2023-10-10 13:37:41 +02:00
93 lines
2.8 KiB
Plaintext
93 lines
2.8 KiB
Plaintext
Pro 7 1080i
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[vo/opengl] [ 1] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
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[vo/opengl] [ 2] color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;
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[vo/opengl] [ 3] // color conversion
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[vo/opengl] [ 4] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
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[vo/opengl] [ 5] color.a = 1.0;
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[vo/opengl] [ 6] // color mapping
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UHD 10 Bit
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[vo/opengl] [ 1] color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;
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[vo/opengl] [ 2] color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;
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[vo/opengl] [ 3] // color conversion
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[vo/opengl] [ 4] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
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[vo/opengl] [ 5] color.a = 1.0;
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[vo/opengl] [ 6] // color mapping
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HEVC 8 Bit
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[vo/opengl] [ 1] color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;
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[vo/opengl] [ 2] color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;
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[vo/opengl] [ 3] // color conversion
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[vo/opengl] [ 4] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
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[vo/opengl] [ 5] color.a = 1.0;
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[vo/opengl] [ 6] // color mapping
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ZDF 720p
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[vo/opengl] [ 1] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
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[vo/opengl] [ 2] color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;
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[vo/opengl] [ 3] // color conversion
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[vo/opengl] [ 4] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
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[vo/opengl] [ 5] color.a = 1.0;
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[vo/opengl] [ 6] // color mapping
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VERTEX
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#version 330
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in vec2 vertex_position;
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in vec2 vertex_texcoord0;
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out vec2 texcoord0;
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in vec2 vertex_texcoord1;
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out vec2 texcoord1;
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in vec2 vertex_texcoord2;
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out vec2 texcoord2;
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in vec2 vertex_texcoord3;
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out vec2 texcoord3;
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in vec2 vertex_texcoord4;
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out vec2 texcoord4;
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in vec2 vertex_texcoord5;
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out vec2 texcoord5;
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void main() {
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gl_Position = vec4(vertex_position, 1.0, 1.0);
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texcoord0 = vertex_texcoord0;
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texcoord1 = vertex_texcoord1;
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texcoord2 = vertex_texcoord2;
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texcoord3 = vertex_texcoord3;
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texcoord4 = vertex_texcoord4;
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texcoord5 = vertex_texcoord5;
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}
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FRAGMENT
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#version 330
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#define texture1D texture
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#define texture3D texture
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out vec4 out_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in vec2 texcoord3;
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in vec2 texcoord4;
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in vec2 texcoord5;
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uniform mat3 colormatrix;
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uniform vec3 colormatrix_c;
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uniform sampler2D texture0;
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uniform vec2 texture_size0;
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uniform mat2 texture_rot0;
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uniform vec2 pixel_size0;
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uniform sampler2D texture1;
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uniform vec2 texture_size1;
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uniform mat2 texture_rot1;
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uniform vec2 pixel_size1;
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#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
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void main() {
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vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
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color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
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color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;
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// color conversion
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
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color.a = 1.0;
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// color mapping
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out_color = color;
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}
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