Mercurial > mplayer.hg
annotate TOOLS/edgeenh.fp @ 36659:f41b65ac7e81
configure: disable internal libmpeg2 by default.
While the last tests showed that it can be slightly
faster in some cases, the difference should not be
relevant to the majority of users.
In addition, the code is of not particularly high
quality, so I consider it better/safer to have it
disabled by default.
Removing the code after the next release is a possible
future action.
author | reimar |
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date | Sun, 26 Jan 2014 18:19:31 +0000 |
parents | 7013c4222a19 |
children |
rev | line source |
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Add the edge-enhancement filter based on edgedetect I had lying around.
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1 !!ARBfp1.0 |
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2 # Custom YUV->RGB conversion program for MPlayer's -vo gl. |
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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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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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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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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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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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20 SUB yuv.r, yuv.rrrr, tmp.rrrr; |
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21 TEX tmp.r, pos.zwzw, texture[0], 2D; |
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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 |