Mercurial > mplayer.hg
changeset 19018:69785427a61e
Fix for changed env parameter contents and improve speed.
author | reimar |
---|---|
date | Wed, 12 Jul 2006 10:49:20 +0000 |
parents | 330a11fcdab2 |
children | ff4475a41257 |
files | TOOLS/edgedetect.fp TOOLS/emboss.fp |
diffstat | 2 files changed, 35 insertions(+), 43 deletions(-) [+] |
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--- a/TOOLS/edgedetect.fp Wed Jul 12 10:37:11 2006 +0000 +++ b/TOOLS/edgedetect.fp Wed Jul 12 10:49:20 2006 +0000 @@ -6,36 +6,32 @@ # This is some custom edge-detect like effect. # Try adjusting the gamma! # program.env[0].xy contains the size of one source texel -PARAM sizes = program.env[0]; -TEMP res, y, u, v, pos, tmp; -TEX y, fragment.texcoord[0], texture[0], 2D; -MUL y, y, {4, 4, 4, 0}; -ADD pos, fragment.texcoord[0], sizes.xwww; # texel to the right -TEX tmp, pos, texture[0], 2D; -SUB y, y, tmp; -SUB pos, fragment.texcoord[0], sizes.xwww; # texel to the left -TEX tmp, pos, texture[0], 2D; -SUB y, y, tmp; -ADD pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. above? -TEX tmp, pos, texture[0], 2D; -SUB y, y, tmp; -SUB pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. below? -TEX tmp, pos, texture[0], 2D; -SUB y, y, tmp; -MAD res, y, {2, 2, 2, 0}, {0.5, 0.5, 0.5, 0}; -# now do the normal YUV -> RGB conversion -MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0}; -TEX u, fragment.texcoord[1], texture[1], 2D; -MAD res, u, {0, -0.391, 2.018, 0}, res; -TEX v, fragment.texcoord[2], texture[2], 2D; -MAD res, v, {1.596, -0.813, 0, 0}, res; +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 -ADD res.a, res.a, 0.125; 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. -ADD result.color, res, {0, 0, 0, 0}; +MOV result.color, res; END
--- a/TOOLS/emboss.fp Wed Jul 12 10:37:11 2006 +0000 +++ b/TOOLS/emboss.fp Wed Jul 12 10:49:20 2006 +0000 @@ -5,29 +5,25 @@ # Usage: mplayer -vo gl:yuv=4:customprog=emboss.fp # This is an emboss effect. PARAM sizes = program.env[0]; -TEMP res, y, u, v, xdiff, ydiff, pos, tmp; -TEX y, fragment.texcoord[0], texture[0], 2D; -SUB pos, fragment.texcoord[0], sizes.xwww; -TEX tmp, pos, texture[0], 2D; -SUB xdiff, y, tmp; -MAD xdiff, xdiff, {0.5, 0.5, 0.5, 0}, {0.5, 0.5, 0.5, 0}; -SUB pos, fragment.texcoord[0], sizes.wyww; -TEX tmp, pos, texture[0], 2D; -SUB ydiff, y, tmp; -MAD res, ydiff, {0.8660, 0.8660, 0.8660, 0}, xdiff; -# now do the normal YUV -> RGB conversion -MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0}; -TEX u, fragment.texcoord[1], texture[1], 2D; -MAD res, u, {0, -0.391, 2.018, 0}, res; -TEX v, fragment.texcoord[2], texture[2], 2D; -MAD res, v, {1.596, -0.813, 0, 0}, res; +TEMP res, yuv, pos, tmp; +TEX yuv.r, fragment.texcoord[0], texture[0], 2D; +MAD pos, sizes.xyxy, {-0.5, 0, 0, -0.8660}, fragment.texcoord[0].xyxy; +TEX tmp.r, pos.xyxy, texture[0], 2D; +MAD yuv.r, yuv.rrrr, {2}, -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 with 0.5 offset +MAD res, yuv.rrrr, {1.164, 1.164, 1.164, 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 -ADD res.a, res.a, 0.125; 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. -ADD result.color, res, {0, 0, 0, 0}; +MOV result.color, res; END