Mercurial > mplayer.hg
view TOOLS/edgedetect.fp @ 23510:a6c619ee9d30
Teletext support for tv:// (v4l and v4l2 only)
modified patch from Otvos Attila oattila at chello dot hu
Module uses zvbi library for all low-level VBI operations (like I/O with vbi
device, converting vbi pages into usefull vbi_page stuctures, rendering them
into RGB32 images).
All teletext related stuff (except properties, slave commands and rendering
osd in text mode or RGB32 rendered teletext pages in spu mode) is implemented
in tvi_vbi.c
New properties:
teletext_page - switching between pages
teletext_mode - switch between on/off/opaque/transparent modes
teletext_format - (currently read-only) allows to get format info
(black/white,gray,text)
teletext_half_page - trivial zooming (displaying top/bottom half of teletext
page)
New slave commands:
teletext_add_dec - user interface for jumping to any page by editing page number
interactively
teletext_go_link - goes though links, specified on current page
author | voroshil |
---|---|
date | Sun, 10 Jun 2007 00:06:12 +0000 |
parents | 69785427a61e |
children | cae067bfc231 |
line wrap: on
line source
!!ARBfp1.0 # Custom YUV->RGB conversion program for MPlayer's -vo gl. # Copyleft (C) Reimar Döffinger, 2005 # Licensed under the GNU GPL v2 # Usage: mplayer -vo gl:yuv=4:customprog=edgedetect.fp # This is some custom edge-detect like effect. # Try adjusting the gamma! # program.env[0].xy contains the size of one source texel TEMP res, yuv, pos, tmp, sizes; SWZ sizes, program.env[0], x, y, 0, 0; TEX yuv.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, yuv.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; 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 but include effect strength # multiplication by 2 and 0.5 offset MAD res, yuv.rrrr, {2.328, 2.328, 2.328, 0}, {-0.37416, 1.03133, -0.58599, 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