aboutsummaryrefslogtreecommitdiff
path: root/system/shaders
diff options
context:
space:
mode:
authorbobo1on1 <bobo1on1@svn>2010-03-22 20:43:31 +0000
committerbobo1on1 <bobo1on1@svn>2010-03-22 20:43:31 +0000
commitdcb4e268e68c95b86e36d040f0251166b2fe3f3a (patch)
tree63396303eacebaf0317fb1276467092517903e00 /system/shaders
parente2cd7aab657ec9796dd3235b12bbc6385ef536cf (diff)
revert r28750 and r28588 to keep compatibility with opengl versions lower than 3.0
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28753 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system/shaders')
-rw-r--r--system/shaders/convolution-4x4.glsl51
-rw-r--r--system/shaders/convolution-6x6.glsl66
2 files changed, 68 insertions, 49 deletions
diff --git a/system/shaders/convolution-4x4.glsl b/system/shaders/convolution-4x4.glsl
index 70813f45cb..fa3f8c11ec 100644
--- a/system/shaders/convolution-4x4.glsl
+++ b/system/shaders/convolution-4x4.glsl
@@ -1,22 +1,25 @@
-#version 130
-
uniform sampler2D img;
uniform sampler1D kernelTex;
uniform vec2 stepxy;
uniform float m_stretch;
-out vec4 gl_FragColor;
-in vec4 gl_TexCoord[];
-in vec4 gl_Color;
+
+//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
#if (HAS_FLOAT_TEXTURE)
-vec4 weight(float pos)
+half4 weight(float pos)
{
- return texture(kernelTex, pos);
+ return texture1D(kernelTex, pos);
}
#else
-vec4 weight(float pos)
+half4 weight(float pos)
{
- return texture(kernelTex, pos) * 2.0 - 1.0;
+ return texture1D(kernelTex, pos) * 2.0 - 1.0;
}
#endif
@@ -33,13 +36,18 @@ vec2 stretch(vec2 pos)
#endif
}
-vec3 line (vec2 pos, const int yoffset, vec4 linetaps)
+half3 pixel(float xpos, float ypos)
+{
+ return texture2D(img, vec2(xpos, ypos)).rgb;
+}
+
+half3 line (float ypos, vec4 xpos, half4 linetaps)
{
return
- textureOffset(img, pos, ivec2(-1, yoffset)).rgb * linetaps.r +
- textureOffset(img, pos, ivec2( 0, yoffset)).rgb * linetaps.g +
- textureOffset(img, pos, ivec2( 1, yoffset)).rgb * linetaps.b +
- textureOffset(img, pos, ivec2( 2, yoffset)).rgb * linetaps.a;
+ pixel(xpos.r, ypos) * linetaps.r +
+ pixel(xpos.g, ypos) * linetaps.g +
+ pixel(xpos.b, ypos) * linetaps.b +
+ pixel(xpos.a, ypos) * linetaps.a;
}
void main()
@@ -47,20 +55,21 @@ void main()
vec2 pos = stretch(gl_TexCoord[0].xy);
vec2 f = fract(pos / stepxy);
- vec4 linetaps = weight(1.0 - f.x);
- vec4 columntaps = weight(1.0 - f.y);
+ half4 linetaps = weight(1.0 - f.x);
+ half4 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;
columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;
- vec2 xystart = (0.5 - f) * stepxy + pos;
+ vec2 xystart = (-0.5 - f) * stepxy + pos;
+ vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0);
gl_FragColor.rgb =
- line(xystart, -1, linetaps) * columntaps.r +
- line(xystart, 0, linetaps) * columntaps.g +
- line(xystart, 1, linetaps) * columntaps.b +
- line(xystart, 2, linetaps) * columntaps.a;
+ line(xystart.y , xpos, linetaps) * columntaps.r +
+ line(xystart.y + stepxy.y , xpos, linetaps) * columntaps.g +
+ line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b +
+ line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a;
gl_FragColor.a = gl_Color.a;
}
diff --git a/system/shaders/convolution-6x6.glsl b/system/shaders/convolution-6x6.glsl
index 7741a8c57f..f37dd6105a 100644
--- a/system/shaders/convolution-6x6.glsl
+++ b/system/shaders/convolution-6x6.glsl
@@ -1,22 +1,25 @@
-#version 130
-
uniform sampler2D img;
uniform sampler1D kernelTex;
uniform vec2 stepxy;
uniform float m_stretch;
-out vec4 gl_FragColor;
-in vec4 gl_TexCoord[];
-in vec4 gl_Color;
+
+//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
#if (HAS_FLOAT_TEXTURE)
-vec3 weight(float pos)
+half3 weight(float pos)
{
- return texture(kernelTex, pos).rgb;
+ return texture1D(kernelTex, pos).rgb;
}
#else
-vec3 weight(float pos)
+half3 weight(float pos)
{
- return texture(kernelTex, pos).rgb * 2.0 - 1.0;
+ return texture1D(kernelTex, pos).rgb * 2.0 - 1.0;
}
#endif
@@ -33,15 +36,20 @@ vec2 stretch(vec2 pos)
#endif
}
-vec3 line (vec2 pos, const int yoffset, vec3 linetaps1, vec3 linetaps2)
+half3 pixel(float xpos, float ypos)
+{
+ return texture2D(img, vec2(xpos, ypos)).rgb;
+}
+
+half3 line (float ypos, vec3 xpos1, vec3 xpos2, half3 linetaps1, half3 linetaps2)
{
return
- textureOffset(img, pos, ivec2(-2, yoffset)).rgb * linetaps1.r +
- textureOffset(img, pos, ivec2(-1, yoffset)).rgb * linetaps2.r +
- textureOffset(img, pos, ivec2( 0, yoffset)).rgb * linetaps1.g +
- textureOffset(img, pos, ivec2( 1, yoffset)).rgb * linetaps2.g +
- textureOffset(img, pos, ivec2( 2, yoffset)).rgb * linetaps1.b +
- textureOffset(img, pos, ivec2( 3, yoffset)).rgb * linetaps2.b;
+ pixel(xpos1.r, ypos) * linetaps1.r +
+ pixel(xpos1.g, ypos) * linetaps2.r +
+ pixel(xpos1.b, ypos) * linetaps1.g +
+ pixel(xpos2.r, ypos) * linetaps2.g +
+ pixel(xpos2.g, ypos) * linetaps1.b +
+ pixel(xpos2.b, ypos) * linetaps2.b;
}
void main()
@@ -49,28 +57,30 @@ void main()
vec2 pos = stretch(gl_TexCoord[0].xy);
vec2 f = fract(pos / stepxy);
- 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);
+ 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);
//make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
- float sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b;
+ half 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;
columntaps1 /= sum;
columntaps2 /= sum;
- vec2 xystart = (0.5 - f) * stepxy + pos;
+ vec2 xystart = (-1.5 - f) * stepxy + pos;
+ vec3 xpos1 = vec3(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0);
+ vec3 xpos2 = vec3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0);
gl_FragColor.rgb =
- line(xystart, -2, linetaps1, linetaps2) * columntaps1.r +
- line(xystart, -1, linetaps1, linetaps2) * columntaps2.r +
- line(xystart, 0, linetaps1, linetaps2) * columntaps1.g +
- line(xystart, 1, linetaps1, linetaps2) * columntaps2.g +
- line(xystart, 2, linetaps1, linetaps2) * columntaps1.b +
- line(xystart, 3, linetaps1, linetaps2) * columntaps2.b;
+ line(xystart.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r +
+ line(xystart.y + stepxy.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r +
+ line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g +
+ line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g +
+ 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;
gl_FragColor.a = gl_Color.a;
}