Mercurial > mplayer.hg
view TOOLS/edgeenh.fp @ 36920:40ad45360c8a
Replace old item 'potmeter' by new item 'pimage'.
Recent versions of the X11/GTK GUI didn't allow to control a potmeter,
because that didn't seem to make any sense.
In order to get rid of the confusing potmeter that doesn't distinguish
from a hpotmeter and in order to allow the more useful behaviour recent
versions of the X11/GTK GUI have been utilized (and because we're still
supporting item 'potmeter' for reasons of compatibility with old skins),
introduce new item 'pimage' that reuses most of the current potmeter
code.
Additionally, remove remaining code and documentation of 'potmeter'.
author | ib |
---|---|
date | Mon, 17 Mar 2014 12:29:46 +0000 |
parents | 7013c4222a19 |
children |
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!!ARBfp1.0 # Custom YUV->RGB conversion program for MPlayer's -vo gl. # Copyleft (C) Reimar Döffinger, 2005 # Licensed under the GNU GPL v2 or later # Usage: mplayer -vo gl:yuv=4:customprog=edgeenh.fp # This is some custom edge-enhancement like effect. # Try adjusting the gamma! # program.env[0].xy contains the size of one source texel PARAM strength = {0.5}; TEMP res, yuv, pos, tmp, sizes, center; SWZ sizes, program.env[0], x, y, 0, 0; TEX center.r, fragment.texcoord[0], texture[0], 2D; ADD pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the right and below TEX tmp.r, pos.xyxy, texture[0], 2D; MAD yuv.r, center.rrrr, {4}, -tmp.rrrr; TEX tmp.r, pos.zwzw, texture[0], 2D; SUB yuv.r, yuv.rrrr, tmp.rrrr; SUB pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the left and above TEX tmp.r, pos.xyxy, texture[0], 2D; SUB yuv.r, yuv.rrrr, tmp.rrrr; TEX tmp.r, pos.zwzw, texture[0], 2D; SUB yuv.r, yuv.rrrr, tmp.rrrr; MAD yuv.r, yuv.rrrr, strength, center.rrrr; TEX yuv.g, fragment.texcoord[1], texture[1], 2D; TEX yuv.b, fragment.texcoord[2], texture[2], 2D; # now do the normal YUV -> RGB conversion MAD res, yuv.rrrr, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0.125}; MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res; MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res; # do gamma texture lookup TEX res.r, res.raaa, texture[3], 2D; ADD res.a, res.a, 0.25; TEX res.g, res.gaaa, texture[3], 2D; ADD res.a, res.a, 0.25; TEX res.b, res.baaa, texture[3], 2D; # move res into result, this allows easily commenting out some parts. MOV result.color, res; END