Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Support
Keyboard shortcuts
?
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
V
vlc-2-2
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Issues
0
Issues
0
List
Boards
Labels
Milestones
Redmine
Redmine
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Operations
Operations
Metrics
Environments
Analytics
Analytics
CI / CD
Repository
Value Stream
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
videolan
vlc-2-2
Commits
1441746f
Commit
1441746f
authored
Dec 28, 2012
by
Adrien Maglo
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
[OpenGL] Make the GLSL shaders compatible with OpenGL ES 2.0
parent
198167d3
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
13 additions
and
11 deletions
+13
-11
modules/video_output/opengl.c
modules/video_output/opengl.c
+13
-11
No files found.
modules/video_output/opengl.c
View file @
1441746f
...
...
@@ -191,7 +191,7 @@ static void BuildVertexShader(vout_display_opengl_t *vgl,
{
/* Basic vertex shader */
const
char
*
vertexShader
=
"#version 1
2
0
\n
"
"#version 1
0
0
\n
"
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 VertexPosition;"
...
...
@@ -234,16 +234,18 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const
char
*
template_glsl_yuv
=
"#version 120
\n
"
"uniform sampler2D Texture[3];"
"#version 100
\n
"
"uniform sampler2D Texture0;"
"uniform sampler2D Texture1;"
"uniform sampler2D Texture2;"
"uniform vec4 Coefficient[4];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main(void) {"
" vec4 x,y,z,result;"
" x = texture2D(Texture
[0]
, TexCoord0.st);"
" %c = texture2D(Texture
[1]
, TexCoord1.st);"
" %c = texture2D(Texture
[2]
, TexCoord2.st);"
" x = texture2D(Texture
0
, TexCoord0.st);"
" %c = texture2D(Texture
1
, TexCoord1.st);"
" %c = texture2D(Texture
2
, TexCoord2.st);"
" result = x * Coefficient[0] + Coefficient[3];"
" result = (y * Coefficient[1]) + result;"
...
...
@@ -282,7 +284,7 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
{
// Simple shader for RGB
const
char
*
code
=
"#version 1
2
0
\n
"
"#version 1
0
0
\n
"
"uniform sampler2D Texture[3];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
...
...
@@ -299,7 +301,7 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
{
// Simple shader for RGBA
const
char
*
code
=
"#version 1
2
0
\n
"
"#version 1
0
0
\n
"
"uniform sampler2D Texture;"
"uniform vec4 FillColor;"
"varying vec4 TexCoord0;"
...
...
@@ -781,9 +783,9 @@ static void DrawWithShaders(vout_display_opengl_t *vgl,
{
vgl
->
UseProgram
(
vgl
->
program
[
0
]);
vgl
->
Uniform4fv
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Coefficient"
),
4
,
vgl
->
local_value
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture
[0]
"
),
0
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture
[1]
"
),
1
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture
[2]
"
),
2
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture
0
"
),
0
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture
1
"
),
1
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture
2
"
),
2
);
static
const
GLfloat
vertexCoord
[]
=
{
-
1
.
0
,
1
.
0
,
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment