diff options
author | Lukas Rusak <lorusak@gmail.com> | 2018-01-22 20:22:56 -0800 |
---|---|---|
committer | Lukas Rusak <lorusak@gmail.com> | 2018-01-27 12:46:45 -0800 |
commit | 51d75a44410222c1e2914c5fe4c2bfd6f81a587b (patch) | |
tree | bf746b0cb640dd7fe05b18d71eaedacca76a4f8c | |
parent | 4a30fe719e5a57fc4d3ec350b307c4903e684445 (diff) |
shaders: move GLES shaders to subdirectory
-rw-r--r-- | system/shaders/GLES/2.0/gles_convolution-4x4.glsl (renamed from system/shaders/convolution-4x4.glsl) | 72 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_convolution-6x6.glsl (renamed from system/shaders/convolution-6x6.glsl) | 78 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_default.glsl (renamed from system/shaders/guishader_frag_default.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_fonts.glsl (renamed from system/shaders/guishader_frag_fonts.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_multi.glsl (renamed from system/shaders/guishader_frag_multi.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_multi_blendcolor.glsl (renamed from system/shaders/guishader_frag_multi_blendcolor.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_rgba.glsl (renamed from system/shaders/guishader_frag_rgba.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_rgba_blendcolor.glsl (renamed from system/shaders/guishader_frag_rgba_blendcolor.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_rgba_bob.glsl (renamed from system/shaders/guishader_frag_rgba_bob.glsl) | 4 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_rgba_bob_oes.glsl (renamed from system/shaders/guishader_frag_rgba_bob_oes.glsl) | 6 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_rgba_oes.glsl (renamed from system/shaders/guishader_frag_rgba_oes.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_texture.glsl (renamed from system/shaders/guishader_frag_texture.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_frag_texture_noblend.glsl (renamed from system/shaders/guishader_frag_texture_noblend.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_guishader_vert.glsl (renamed from system/shaders/guishader_vert.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_yuv2rgb_basic.glsl (renamed from system/shaders/yuv2rgb_basic.glsl) | 65 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_yuv2rgb_bob.glsl (renamed from system/shaders/yuv2rgb_bob_gles.glsl) | 2 | ||||
-rw-r--r-- | system/shaders/GLES/2.0/gles_yuv2rgb_vertex.glsl (renamed from system/shaders/yuv2rgb_vertex_gles.glsl) | 2 |
17 files changed, 73 insertions, 176 deletions
diff --git a/system/shaders/convolution-4x4.glsl b/system/shaders/GLES/2.0/gles_convolution-4x4.glsl index 6413cd6819..89e5b8d58d 100644 --- a/system/shaders/convolution-4x4.glsl +++ b/system/shaders/GLES/2.0/gles_convolution-4x4.glsl @@ -18,69 +18,31 @@ * */ -#ifdef GL_ES - precision highp float; -#endif +#version 100 + +precision highp float; uniform sampler2D img; uniform vec2 stepxy; -uniform float m_stretch; varying vec2 cord; +uniform float m_alpha; +uniform sampler2D kernelTex; -#ifdef GL_ES - uniform float m_alpha; -#endif - -#if (USE1DTEXTURE) - uniform sampler1D kernelTex; -#else - uniform sampler2D kernelTex; -#endif - -//nvidia's half is a 16 bit float and can bring some speed improvements -//without affecting quality -#ifndef __GLSL_CG_DATA_TYPES - #define half float - #define half3 vec3 - #define half4 vec4 -#endif - -half4 weight(float pos) +vec4 weight(float pos) { #if (HAS_FLOAT_TEXTURE) - #if (USE1DTEXTURE) - return texture1D(kernelTex, pos); - #else - return texture2D(kernelTex, vec2(pos, 0.5)); - #endif -#else - #if (USE1DTEXTURE) - return texture1D(kernelTex, pos) * 2.0 - 1.0; - #else - return texture2D(kernelTex, vec2(pos, 0.5)) * 2.0 - 1.0; - #endif -#endif -} - -vec2 stretch(vec2 pos) -{ -#if (XBMC_STRETCH) - // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. - // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 - // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) - float x = pos.x - 0.5; - return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y); + return texture2D(kernelTex, vec2(pos - 0.5)); #else - return pos; + return texture2D(kernelTex, vec2(pos - 0.5)) * 2.0 - 1.0; #endif } -half3 pixel(float xpos, float ypos) +vec3 pixel(float xpos, float ypos) { return texture2D(img, vec2(xpos, ypos)).rgb; } -half3 line (float ypos, vec4 xpos, half4 linetaps) +vec3 line (float ypos, vec4 xpos, vec4 linetaps) { return pixel(xpos.r, ypos) * linetaps.r + @@ -89,14 +51,14 @@ half3 line (float ypos, vec4 xpos, half4 linetaps) pixel(xpos.a, ypos) * linetaps.a; } -vec4 process() +void main() { vec4 rgb; - vec2 pos = stretch(cord) + stepxy * 0.5; + vec2 pos = cord + stepxy * 0.5; vec2 f = fract(pos / stepxy); - half4 linetaps = weight(1.0 - f.x); - half4 columntaps = weight(1.0 - f.y); + vec4 linetaps = weight(1.0 - f.x); + vec4 columntaps = weight(1.0 - f.y); //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a; @@ -111,12 +73,8 @@ vec4 process() line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b + line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a; -#ifdef GL_ES rgb.a = m_alpha; -#else - rgb.a = gl_Color.a; -#endif - return rgb; + gl_FragColor = rgb; } diff --git a/system/shaders/convolution-6x6.glsl b/system/shaders/GLES/2.0/gles_convolution-6x6.glsl index fed2332801..8333d51f32 100644 --- a/system/shaders/convolution-6x6.glsl +++ b/system/shaders/GLES/2.0/gles_convolution-6x6.glsl @@ -18,69 +18,31 @@ * */ -#ifdef GL_ES - precision highp float; -#endif +#version 100 + +precision highp float; uniform sampler2D img; uniform vec2 stepxy; -uniform float m_stretch; varying vec2 cord; +uniform float m_alpha; +uniform sampler2D kernelTex; -#ifdef GL_ES - uniform float m_alpha; -#endif - -#if (USE1DTEXTURE) - uniform sampler1D kernelTex; -#else - uniform sampler2D kernelTex; -#endif - -//nvidia's half is a 16 bit float and can bring some speed improvements -//without affecting quality -#ifndef __GLSL_CG_DATA_TYPES - #define half float - #define half3 vec3 - #define half4 vec4 -#endif - -half3 weight(float pos) +vec3 weight(float pos) { #if (HAS_FLOAT_TEXTURE) - #if (USE1DTEXTURE) - return texture1D(kernelTex, pos).rgb; - #else - return texture2D(kernelTex, vec2(pos, 0.5)).rgb; - #endif -#else - #if (USE1DTEXTURE) - return texture1D(kernelTex, pos).rgb * 2.0 - 1.0; - #else - return texture2D(kernelTex, vec2(pos, 0.5)).rgb * 2.0 - 1.0; - #endif -#endif -} - -vec2 stretch(vec2 pos) -{ -#if (XBMC_STRETCH) - // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. - // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 - // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) - float x = pos.x - 0.5; - return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y); + return texture2D(kernelTex, vec2(pos - 0.5)).rgb; #else - return pos; + return texture2D(kernelTex, vec2(pos - 0.5)).rgb * 2.0 - 1.0; #endif } -half3 pixel(float xpos, float ypos) +vec3 pixel(float xpos, float ypos) { return texture2D(img, vec2(xpos, ypos)).rgb; } -half3 line (float ypos, vec3 xpos1, vec3 xpos2, half3 linetaps1, half3 linetaps2) +vec3 line (float ypos, vec3 xpos1, vec3 xpos2, vec3 linetaps1, vec3 linetaps2) { return pixel(xpos1.r, ypos) * linetaps1.r + @@ -91,19 +53,19 @@ half3 line (float ypos, vec3 xpos1, vec3 xpos2, half3 linetaps1, half3 linetaps2 pixel(xpos2.b, ypos) * linetaps2.b; } -vec4 process() +void main() { vec4 rgb; - vec2 pos = stretch(cord) + stepxy * 0.5; + vec2 pos = cord + stepxy * 0.5; vec2 f = fract(pos / stepxy); - half3 linetaps1 = weight((1.0 - f.x) / 2.0); - half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); - half3 columntaps1 = weight((1.0 - f.y) / 2.0); - half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); + vec3 linetaps1 = weight((1.0 - f.x) / 2.0); + vec3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); + vec3 columntaps1 = weight((1.0 - f.y) / 2.0); + vec3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur - half sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b; + float sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b; linetaps1 /= sum; linetaps2 /= sum; sum = columntaps1.r + columntaps1.g + columntaps1.b + columntaps2.r + columntaps2.g + columntaps2.b; @@ -122,12 +84,8 @@ vec4 process() line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b + line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b; -#ifdef GL_ES rgb.a = m_alpha; -#else - rgb.a = gl_Color.a; -#endif - return rgb; + gl_FragColor = rgb; } diff --git a/system/shaders/guishader_frag_default.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_default.glsl index 3e36a3d0d3..6f4ae0b19c 100644 --- a/system/shaders/guishader_frag_default.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_default.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision mediump float; uniform lowp vec4 m_unicol; diff --git a/system/shaders/guishader_frag_fonts.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_fonts.glsl index 1af73b0b34..953d81dbc2 100644 --- a/system/shaders/guishader_frag_fonts.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_fonts.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision mediump float; uniform sampler2D m_samp0; varying vec4 m_cord0; diff --git a/system/shaders/guishader_frag_multi.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_multi.glsl index 7dcb290730..49202d2848 100644 --- a/system/shaders/guishader_frag_multi.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_multi.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision mediump float; uniform sampler2D m_samp0; uniform sampler2D m_samp1; diff --git a/system/shaders/guishader_frag_multi_blendcolor.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_multi_blendcolor.glsl index eff9783b2d..c01ecd29e7 100644 --- a/system/shaders/guishader_frag_multi_blendcolor.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_multi_blendcolor.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision mediump float; uniform sampler2D m_samp0; uniform sampler2D m_samp1; diff --git a/system/shaders/guishader_frag_rgba.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_rgba.glsl index bbda050a9c..d5d7ffb3e6 100644 --- a/system/shaders/guishader_frag_rgba.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_rgba.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision mediump float; uniform sampler2D m_samp0; uniform sampler2D m_samp1; diff --git a/system/shaders/guishader_frag_rgba_blendcolor.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_rgba_blendcolor.glsl index 033e647934..329cc408cc 100644 --- a/system/shaders/guishader_frag_rgba_blendcolor.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_rgba_blendcolor.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision mediump float; uniform sampler2D m_samp0; uniform sampler2D m_samp1; diff --git a/system/shaders/guishader_frag_rgba_bob.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_rgba_bob.glsl index d2d75f977b..b1c1628204 100644 --- a/system/shaders/guishader_frag_rgba_bob.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_rgba_bob.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision highp float; uniform sampler2D m_samp0; uniform sampler2D m_samp1; @@ -35,7 +37,7 @@ void main () { vec2 source; source = m_cord0.xy; - + float temp1 = mod(source.y, 2.0*m_step); float temp2 = source.y - temp1; source.y = temp2 + m_step/2.0 - float(m_field)*m_step; diff --git a/system/shaders/guishader_frag_rgba_bob_oes.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_rgba_bob_oes.glsl index 767e553587..bbab5c4091 100644 --- a/system/shaders/guishader_frag_rgba_bob_oes.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_rgba_bob_oes.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + #extension GL_OES_EGL_image_external : require precision highp float; @@ -37,11 +39,11 @@ void main () { vec2 source; source = m_cord0.xy; - + float temp1 = mod(source.y, 2.0*m_step); float temp2 = source.y - temp1; source.y = temp2 + m_step/2.0 - float(m_field)*m_step; - + // Blend missing line vec2 below; float bstep = step(m_step, temp1); diff --git a/system/shaders/guishader_frag_rgba_oes.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_rgba_oes.glsl index a47f46e86a..55e311cf1e 100644 --- a/system/shaders/guishader_frag_rgba_oes.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_rgba_oes.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + #extension GL_OES_EGL_image_external : require precision mediump float; diff --git a/system/shaders/guishader_frag_texture.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_texture.glsl index 9939feb470..82b60d9a02 100644 --- a/system/shaders/guishader_frag_texture.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_texture.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision mediump float; uniform sampler2D m_samp0; uniform lowp vec4 m_unicol; diff --git a/system/shaders/guishader_frag_texture_noblend.glsl b/system/shaders/GLES/2.0/gles_guishader_frag_texture_noblend.glsl index ee476e90d1..7072a167f0 100644 --- a/system/shaders/guishader_frag_texture_noblend.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_frag_texture_noblend.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision mediump float; uniform sampler2D m_samp0; varying vec4 m_cord0; diff --git a/system/shaders/guishader_vert.glsl b/system/shaders/GLES/2.0/gles_guishader_vert.glsl index 46f3399521..018961f556 100644 --- a/system/shaders/guishader_vert.glsl +++ b/system/shaders/GLES/2.0/gles_guishader_vert.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + attribute vec4 m_attrpos; attribute vec4 m_attrcol; attribute vec4 m_attrcord0; diff --git a/system/shaders/yuv2rgb_basic.glsl b/system/shaders/GLES/2.0/gles_yuv2rgb_basic.glsl index 7141ffe68d..575aa42e9c 100644 --- a/system/shaders/yuv2rgb_basic.glsl +++ b/system/shaders/GLES/2.0/gles_yuv2rgb_basic.glsl @@ -18,15 +18,9 @@ * */ -#if(XBMC_texture_rectangle) -# extension GL_ARB_texture_rectangle : enable -# define texture2D texture2DRect -# define sampler2D sampler2DRect -#endif +#version 100 -#ifdef GL_ES - precision mediump float; -#endif +precision mediump float; uniform sampler2D m_sampY; uniform sampler2D m_sampU; @@ -37,47 +31,22 @@ varying vec2 m_cordV; uniform vec2 m_step; uniform mat4 m_yuvmat; uniform float m_stretch; +uniform float m_alpha; -#ifdef GL_ES - uniform float m_alpha; -#endif - -vec2 stretch(vec2 pos) -{ -#if (XBMC_STRETCH) - // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. - // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 - // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) - #if(XBMC_texture_rectangle) - float x = (pos.x * m_step.x) - 0.5; - return vec2((mix(2.0 * x * abs(x), x, m_stretch) + 0.5) / m_step.x, pos.y); - #else - float x = pos.x - 0.5; - return vec2(mix(2.0 * x * abs(x), x, m_stretch) + 0.5, pos.y); - #endif -#else - return pos; -#endif -} - -vec4 process() +void main() { vec4 rgb; #if defined(XBMC_YV12) || defined(XBMC_NV12) vec4 yuv; - yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r - , texture2D(m_sampU, stretch(m_cordU)).g - , texture2D(m_sampV, stretch(m_cordV)).a + yuv.rgba = vec4( texture2D(m_sampY, m_cordY).r + , texture2D(m_sampU, m_cordU).g + , texture2D(m_sampV, m_cordV).a , 1.0 ); rgb = m_yuvmat * yuv; -#ifdef GL_ES rgb.a = m_alpha; -#else - rgb.a = gl_Color.a; -#endif #elif defined(XBMC_NV12_RRG) @@ -89,25 +58,14 @@ vec4 process() rgb = m_yuvmat * yuv; -#ifdef GL_ES rgb.a = m_alpha; -#else - rgb.a = gl_Color.a; -#endif #elif defined(XBMC_YUY2) || defined(XBMC_UYVY) -#if(XBMC_texture_rectangle) - vec2 stepxy = vec2(1.0, 1.0); - vec2 pos = stretch(m_cordY); - pos = vec2(pos.x - 0.25, pos.y); - vec2 f = fract(pos); -#else vec2 stepxy = m_step; - vec2 pos = stretch(m_cordY); + vec2 pos = m_cordY; pos = vec2(pos.x - stepxy.x * 0.25, pos.y); vec2 f = fract(pos / stepxy); -#endif //y axis will be correctly interpolated by opengl //x axis will not, so we grab two pixels at the center of two columns and interpolate ourselves @@ -132,14 +90,9 @@ vec4 process() vec4 yuv = vec4(outY, outUV, 1.0); rgb = m_yuvmat * yuv; -#ifdef GL_ES rgb.a = m_alpha; -#else - rgb.a = gl_Color.a; -#endif - #endif - return rgb; + gl_FragColor = rgb; } diff --git a/system/shaders/yuv2rgb_bob_gles.glsl b/system/shaders/GLES/2.0/gles_yuv2rgb_bob.glsl index f76b5a5ebc..28254e26af 100644 --- a/system/shaders/yuv2rgb_bob_gles.glsl +++ b/system/shaders/GLES/2.0/gles_yuv2rgb_bob.glsl @@ -18,6 +18,8 @@ * */ +#version 100 + precision highp float; uniform sampler2D m_sampY; uniform sampler2D m_sampU; diff --git a/system/shaders/yuv2rgb_vertex_gles.glsl b/system/shaders/GLES/2.0/gles_yuv2rgb_vertex.glsl index cdf3c56a71..481c9d3d99 100644 --- a/system/shaders/yuv2rgb_vertex_gles.glsl +++ b/system/shaders/GLES/2.0/gles_yuv2rgb_vertex.glsl @@ -18,6 +18,8 @@ * */ + #version 100 + attribute vec4 m_attrpos; attribute vec2 m_attrcordY; attribute vec2 m_attrcordU; |