--- /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
+