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authorRainer Hochecker <fernetmenta@online.de>2017-10-03 11:30:22 +0200
committerRainer Hochecker <fernetmenta@online.de>2017-10-05 18:06:51 +0200
commitdfcd6a2429f274498bc120ef58d873ad0f7a677c (patch)
treeb715666ebda73c7f9542242d73fd2732c33ade07 /system/shaders/GL
parent18f600fa1e0d84b70e58ce2bc297ddcbd11a4b08 (diff)
VideoPlayer: OpenGL, rework and fix shaders
Diffstat (limited to 'system/shaders/GL')
-rw-r--r--system/shaders/GL/1.2/gl_convolution-4x4.glsl5
-rw-r--r--system/shaders/GL/1.2/gl_convolution-6x6.glsl5
-rw-r--r--system/shaders/GL/1.2/gl_stretch.glsl (renamed from system/shaders/GL/1.2/gl_streatch.glsl)3
-rw-r--r--system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl7
-rw-r--r--system/shaders/GL/1.5/gl_convolution-4x4.glsl3
-rw-r--r--system/shaders/GL/1.5/gl_convolution-6x6.glsl3
-rw-r--r--system/shaders/GL/1.5/gl_stretch.glsl (renamed from system/shaders/GL/1.5/gl_streatch.glsl)3
-rw-r--r--system/shaders/GL/1.5/gl_videofilter_frag.glsl2
-rw-r--r--system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl7
9 files changed, 20 insertions, 18 deletions
diff --git a/system/shaders/GL/1.2/gl_convolution-4x4.glsl b/system/shaders/GL/1.2/gl_convolution-4x4.glsl
index cf2a0f5378..ee3610915e 100644
--- a/system/shaders/GL/1.2/gl_convolution-4x4.glsl
+++ b/system/shaders/GL/1.2/gl_convolution-4x4.glsl
@@ -21,6 +21,7 @@
uniform sampler2D img;
uniform vec2 stepxy;
uniform float m_stretch;
+uniform float m_alpha;
varying vec2 m_cord;
#if (USE1DTEXTURE)
@@ -103,11 +104,7 @@ 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;
}
diff --git a/system/shaders/GL/1.2/gl_convolution-6x6.glsl b/system/shaders/GL/1.2/gl_convolution-6x6.glsl
index c4f51fd431..30fb2817b0 100644
--- a/system/shaders/GL/1.2/gl_convolution-6x6.glsl
+++ b/system/shaders/GL/1.2/gl_convolution-6x6.glsl
@@ -21,6 +21,7 @@
uniform sampler2D img;
uniform vec2 stepxy;
uniform float m_stretch;
+uniform float m_alpha;
varying vec2 m_cord;
#if (USE1DTEXTURE)
@@ -114,11 +115,7 @@ 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;
}
diff --git a/system/shaders/GL/1.2/gl_streatch.glsl b/system/shaders/GL/1.2/gl_stretch.glsl
index f27204fe8c..9cc33883dd 100644
--- a/system/shaders/GL/1.2/gl_streatch.glsl
+++ b/system/shaders/GL/1.2/gl_stretch.glsl
@@ -22,6 +22,7 @@
uniform sampler2D img;
uniform float m_stretch;
+uniform float m_alpha;
varying vec2 m_cord;
vec2 stretch(vec2 pos)
@@ -36,5 +37,5 @@ vec2 stretch(vec2 pos)
void main()
{
gl_FragColor.rgb = texture2D(img, stretch(m_cord)).rgb;
- gl_FragColor.a = gl_Color.a;
+ gl_FragColor.a = m_alpha;
}
diff --git a/system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl b/system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl
index 11738cf3cc..0a198b1474 100644
--- a/system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl
+++ b/system/shaders/GL/1.2/gl_yuv2rgb_basic.glsl
@@ -33,6 +33,7 @@ varying vec2 m_cordV;
uniform vec2 m_step;
uniform mat4 m_yuvmat;
uniform float m_stretch;
+uniform float m_alpha;
vec2 stretch(vec2 pos)
{
@@ -64,7 +65,7 @@ vec4 process()
, 1.0 );
rgb = m_yuvmat * yuv;
- rgb.a = gl_Color.a;
+ rgb.a = m_alpha;
#elif defined(XBMC_NV12_RRG)
@@ -75,7 +76,7 @@ vec4 process()
, 1.0 );
rgb = m_yuvmat * yuv;
- rgb.a = gl_Color.a;
+ rgb.a = m_alpha;
#elif defined(XBMC_YUY2) || defined(XBMC_UYVY)
@@ -114,7 +115,7 @@ vec4 process()
vec4 yuv = vec4(outY, outUV, 1.0);
rgb = m_yuvmat * yuv;
- rgb.a = gl_Color.a;
+ rgb.a = m_alpha;
#endif
diff --git a/system/shaders/GL/1.5/gl_convolution-4x4.glsl b/system/shaders/GL/1.5/gl_convolution-4x4.glsl
index 02ff96d6f0..33f6e1210b 100644
--- a/system/shaders/GL/1.5/gl_convolution-4x4.glsl
+++ b/system/shaders/GL/1.5/gl_convolution-4x4.glsl
@@ -3,6 +3,7 @@
uniform sampler2D img;
uniform vec2 stepxy;
uniform float m_stretch;
+uniform float m_alpha;
in vec2 m_cord;
out vec4 fragColor;
@@ -86,6 +87,6 @@ vec4 process()
line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b +
line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a;
- rgb.a = fragColor.a;
+ rgb.a = m_alpha;
return rgb;
}
diff --git a/system/shaders/GL/1.5/gl_convolution-6x6.glsl b/system/shaders/GL/1.5/gl_convolution-6x6.glsl
index 814f536b30..b6e7c39968 100644
--- a/system/shaders/GL/1.5/gl_convolution-6x6.glsl
+++ b/system/shaders/GL/1.5/gl_convolution-6x6.glsl
@@ -3,6 +3,7 @@
uniform sampler2D img;
uniform vec2 stepxy;
uniform float m_stretch;
+uniform float m_alpha;
in vec2 m_cord;
out vec4 fragColor;
@@ -97,7 +98,7 @@ 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;
- rgb.a = fragColor.a;
+ rgb.a = m_alpha;
return rgb;
}
diff --git a/system/shaders/GL/1.5/gl_streatch.glsl b/system/shaders/GL/1.5/gl_stretch.glsl
index 9972a7ce3b..d30c55b545 100644
--- a/system/shaders/GL/1.5/gl_streatch.glsl
+++ b/system/shaders/GL/1.5/gl_stretch.glsl
@@ -2,6 +2,7 @@
uniform sampler2D img;
uniform float m_stretch;
+uniform float m_alpha;
in vec2 m_cord;
out fragColor;
@@ -17,5 +18,5 @@ vec2 stretch(vec2 pos)
void main()
{
fragColor.rgb = texture(img, stretch(m_cord)).rgb;
- fragColor.a = gl_Color.a;
+ fragColor.a = m_alpha;
}
diff --git a/system/shaders/GL/1.5/gl_videofilter_frag.glsl b/system/shaders/GL/1.5/gl_videofilter_frag.glsl
index 2d7ba2288c..2eb4155f99 100644
--- a/system/shaders/GL/1.5/gl_videofilter_frag.glsl
+++ b/system/shaders/GL/1.5/gl_videofilter_frag.glsl
@@ -1,10 +1,12 @@
#version 150
uniform sampler2D img;
+uniform float m_alpha;
in vec2 m_cord;
out vec4 fragColor;
void main()
{
fragColor = texture(img, m_cord);
+ fragColor.a = m_alpha;
}
diff --git a/system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl b/system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl
index a9c37dd486..791d98c51a 100644
--- a/system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl
+++ b/system/shaders/GL/1.5/gl_yuv2rgb_basic.glsl
@@ -11,6 +11,7 @@ uniform sampler2D m_sampV;
uniform vec2 m_step;
uniform mat4 m_yuvmat;
uniform float m_stretch;
+uniform float m_alpha;
in vec2 m_cordY;
in vec2 m_cordU;
in vec2 m_cordV;
@@ -46,7 +47,7 @@ vec4 process()
, 1.0 );
rgb = m_yuvmat * yuv;
- rgb.a = fragColor.a;
+ rgb.a = m_alpha;
#elif defined(XBMC_NV12_RRG)
@@ -56,7 +57,7 @@ vec4 process()
, texture(m_sampV, stretch(m_cordV)).g
, 1.0 );
rgb = m_yuvmat * yuv;
- rgb.a = fragColor.a;
+ rgb.a = m_alpha;
#elif defined(XBMC_YUY2) || defined(XBMC_UYVY)
@@ -88,7 +89,7 @@ vec4 process()
vec4 yuv = vec4(outY, outUV, 1.0);
rgb = m_yuvmat * yuv;
- rgb.a = fragColor.a;
+ rgb.a = m_alpha;
#endif