weston/libweston/renderer-gl/fragment.glsl
Pekka Paalanen 2b5a863974 gl-renderer: move view alpha out of sample_input_texture()
Sampling input texture has nothing to do with view alpha. This clarifies
the code structure.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 14:36:46 +02:00

147 lines
3.8 KiB
GLSL

/*
* Copyright 2012 Intel Corporation
* Copyright 2015,2019,2021 Collabora, Ltd.
* Copyright 2016 NVIDIA Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/* GLSL version 1.00 ES, defined in gl-shaders.c */
/*
* Enumeration of shader variants, must match enum gl_shader_texture_variant.
*/
#define SHADER_VARIANT_RGBX 1
#define SHADER_VARIANT_RGBA 2
#define SHADER_VARIANT_Y_U_V 3
#define SHADER_VARIANT_Y_UV 4
#define SHADER_VARIANT_Y_XUXV 5
#define SHADER_VARIANT_XYUV 6
#define SHADER_VARIANT_SOLID 7
#define SHADER_VARIANT_EXTERNAL 8
#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
#extension GL_OES_EGL_image_external : require
#endif
precision mediump float;
/*
* These undeclared identifiers will be #defined by a runtime generated code
* snippet.
*/
const int c_variant = DEF_VARIANT;
const bool c_green_tint = DEF_GREEN_TINT;
vec4
yuva2rgba(vec4 yuva)
{
vec4 color_out;
float Y, su, sv;
Y = 1.16438356 * (yuva.x - 0.0625);
su = yuva.y - 0.5;
sv = yuva.z - 0.5;
color_out.r = Y + 1.59602678 * sv;
color_out.g = Y - 0.39176229 * su - 0.81296764 * sv;
color_out.b = Y + 2.01723214 * su;
color_out.rgb *= yuva.w;
color_out.a = yuva.w;
return color_out;
}
#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
uniform samplerExternalOES tex;
#else
uniform sampler2D tex;
#endif
varying vec2 v_texcoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform float alpha;
uniform vec4 unicolor;
vec4
sample_input_texture()
{
vec4 yuva = vec4(0.0, 0.0, 0.0, 1.0);
/* Producing RGBA directly */
if (c_variant == SHADER_VARIANT_SOLID)
return unicolor;
if (c_variant == SHADER_VARIANT_RGBA ||
c_variant == SHADER_VARIANT_EXTERNAL) {
return texture2D(tex, v_texcoord);
}
if (c_variant == SHADER_VARIANT_RGBX)
return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
/* Requires conversion to RGBA */
if (c_variant == SHADER_VARIANT_Y_U_V) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.y = texture2D(tex1, v_texcoord).x;
yuva.z = texture2D(tex2, v_texcoord).x;
} else if (c_variant == SHADER_VARIANT_Y_UV) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.yz = texture2D(tex1, v_texcoord).rg;
} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.yz = texture2D(tex1, v_texcoord).ga;
} else if (c_variant == SHADER_VARIANT_XYUV) {
yuva.xyz = texture2D(tex, v_texcoord).bgr;
} else {
/* Never reached, bad variant value. */
return vec4(1.0, 0.3, 1.0, 1.0);
}
return yuva2rgba(yuva);
}
void
main()
{
vec4 color;
/* Electrical (non-linear) RGBA values, pre-multiplied */
color = sample_input_texture();
/* View alpha (opacity) */
color *= alpha;
if (c_green_tint)
color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;
gl_FragColor = color;
}