Mercurial > mplayer.hg
annotate TOOLS/edgeenh.fp @ 27207:e1c5299a4114
Mark function not used outside of the file as static.
author | diego |
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date | Tue, 08 Jul 2008 15:55:32 +0000 |
parents | 7013c4222a19 |
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rev | line source |
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Add the edge-enhancement filter based on edgedetect I had lying around.
reimar
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1 !!ARBfp1.0 |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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2 # Custom YUV->RGB conversion program for MPlayer's -vo gl. |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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3 # Copyleft (C) Reimar Döffinger, 2005 |
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4 # Licensed under the GNU GPL v2 or later |
25770 | 5 # Usage: mplayer -vo gl:yuv=4:customprog=edgeenh.fp |
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6 # This is some custom edge-enhancement like effect. |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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7 # Try adjusting the gamma! |
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8 # program.env[0].xy contains the size of one source texel |
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9 PARAM strength = {0.5}; |
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10 TEMP res, yuv, pos, tmp, sizes, center; |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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11 SWZ sizes, program.env[0], x, y, 0, 0; |
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12 TEX center.r, fragment.texcoord[0], texture[0], 2D; |
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13 ADD pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the right and below |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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14 TEX tmp.r, pos.xyxy, texture[0], 2D; |
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15 MAD yuv.r, center.rrrr, {4}, -tmp.rrrr; |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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16 TEX tmp.r, pos.zwzw, texture[0], 2D; |
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17 SUB yuv.r, yuv.rrrr, tmp.rrrr; |
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18 SUB pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the left and above |
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19 TEX tmp.r, pos.xyxy, texture[0], 2D; |
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Add the edge-enhancement filter based on edgedetect I had lying around.
reimar
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20 SUB yuv.r, yuv.rrrr, tmp.rrrr; |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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21 TEX tmp.r, pos.zwzw, texture[0], 2D; |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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22 SUB yuv.r, yuv.rrrr, tmp.rrrr; |
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23 MAD yuv.r, yuv.rrrr, strength, center.rrrr; |
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24 TEX yuv.g, fragment.texcoord[1], texture[1], 2D; |
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25 TEX yuv.b, fragment.texcoord[2], texture[2], 2D; |
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26 # now do the normal YUV -> RGB conversion |
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27 MAD res, yuv.rrrr, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0.125}; |
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28 MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res; |
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29 MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res; |
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30 # do gamma texture lookup |
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31 TEX res.r, res.raaa, texture[3], 2D; |
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32 ADD res.a, res.a, 0.25; |
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33 TEX res.g, res.gaaa, texture[3], 2D; |
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34 ADD res.a, res.a, 0.25; |
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35 TEX res.b, res.baaa, texture[3], 2D; |
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36 # move res into result, this allows easily commenting out some parts. |
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37 MOV result.color, res; |
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38 END |