annotate TOOLS/edgeenh.fp @ 29904:f529a2bb299d

Add support for Windows OpenGL rendering onto a device instead of into a window. Has little use except for experimenting - on Windows 9x it could be used to render on monitors that were not managed by Windows, but that feature was removed in newer Windows versions.
author reimar
date Sat, 21 Nov 2009 22:27:40 +0000
parents 7013c4222a19
children
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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25761
8bb92a143435 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
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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