+++ /dev/null
-
-/*
- * CINELERRA
- * Copyright (C) 2008 Adam Williams <broadcast at earthling dot net>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- *
- */
-
-#ifndef COLORBALANCE_AGGREGATED
-#define COLORBALANCE_AGGREGATED
-
-static const char *colorbalance_get_pixel1 =
- "vec4 colorbalance_get_pixel()\n"
- "{\n"
- " return gl_FragColor;\n"
- "}\n";
-
-static const char *colorbalance_get_pixel2 =
- "uniform sampler2D tex;\n"
- "vec4 colorbalance_get_pixel()\n"
- "{\n"
- " return texture2D(tex, gl_TexCoord[0].st);\n"
- "}\n";
-
-
-static const char *colorbalance_rgb_shader =
- "uniform vec3 colorbalance_scale;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = colorbalance_get_pixel();\n"
- " gl_FragColor.rgb *= colorbalance_scale;\n"
- "}\n";
-
-static const char *colorbalance_yuv_shader =
- "uniform vec3 colorbalance_scale;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = colorbalance_get_pixel();\n"
- YUV_TO_RGB_FRAG("gl_FragColor")
- " gl_FragColor.rgb *= colorbalance_scale;\n"
- RGB_TO_YUV_FRAG("gl_FragColor")
- "}\n";
-
-static const char *colorbalance_yuv_preserve_shader =
- "uniform vec3 colorbalance_scale;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = colorbalance_get_pixel();\n"
- " float y = gl_FragColor.r;\n"
- YUV_TO_RGB_FRAG("gl_FragColor")
- " gl_FragColor.rgb *= colorbalance_scale.rgb;\n"
- RGB_TO_YUV_FRAG("gl_FragColor")
- " gl_FragColor.r = y;\n"
- "}\n";
-
-#define COLORBALANCE_COMPILE(shader_stack, current_shader, aggregate_prev) \
-{ \
- if(aggregate_prev) \
- shader_stack[current_shader++] = colorbalance_get_pixel1; \
- else \
- shader_stack[current_shader++] = colorbalance_get_pixel2; \
- if(BC_CModels::is_yuv(get_output()->get_color_model())) \
- {\
- if(get_output()->get_params()->get("COLORBALANCE_PRESERVE", (int)0)) \
- shader_stack[current_shader++] = colorbalance_yuv_preserve_shader; \
- else \
- shader_stack[current_shader++] = colorbalance_yuv_shader; \
- } \
- else \
- shader_stack[current_shader++] = colorbalance_rgb_shader; \
-}
-
-#define COLORBALANCE_UNIFORMS(shader) \
- glUniform3f(glGetUniformLocation(shader, "colorbalance_scale"), \
- get_output()->get_params()->get("COLORBALANCE_CYAN", (float)1), \
- get_output()->get_params()->get("COLORBALANCE_MAGENTA", (float)1), \
- get_output()->get_params()->get("COLORBALANCE_YELLOW", (float)1));
-
-#endif
-