--- /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 INTERPOLATE_AGGREGATED
+#define INTERPOLATE_AGGREGATED
+
+// Interpolation sections performed by other plugins
+
+static const char *interpolate_shader =
+"uniform sampler2D tex;\n"
+"uniform vec2 pattern_offset;\n"
+"uniform vec2 pattern_size;\n"
+"uniform vec2 pixel_size;\n"
+"uniform mat3 color_matrix;\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec2 pixel_coord = gl_TexCoord[0].st;\n"
+" vec2 pattern_coord = pixel_coord;\n"
+" vec3 result;\n"
+" pattern_coord -= pattern_offset;\n"
+" pattern_coord = fract(pattern_coord / pattern_size);\n"
+" if(pattern_coord.x >= 0.5)\n"
+" {\n"
+" if(pattern_coord.y >= 0.5)\n"
+" {\n"
+/* Bottom right of pattern */
+/* Bottom right pixels are: */
+/* 2 */
+/* 1*3 */
+/* 4 */
+" vec2 pixel1 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
+" vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
+" vec2 pixel3 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
+" vec2 pixel4 = pixel_coord + vec2(0.0, pixel_size.y);\n"
+" result = vec3((texture2D(tex, pixel1).r + \n"
+" texture2D(tex, pixel3).r) / 2.0, \n"
+" texture2D(tex, pixel_coord).g, \n"
+" (texture2D(tex, pixel2).b + \n"
+" texture2D(tex, pixel4).b) / 2.0);\n"
+" }\n"
+" else\n"
+" {\n"
+/* Top right of pattern */
+/* Top right pixels are: */
+/* 123 */
+/* 4*5 */
+/* 678 */
+" vec2 pixel1 = pixel_coord - pixel_size;\n"
+" vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
+" vec2 pixel3 = pixel_coord + vec2(pixel_size.x, -pixel_size.y);\n"
+" vec2 pixel4 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
+" vec2 pixel5 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
+" vec2 pixel6 = pixel_coord + vec2(-pixel_size.x, pixel_size.y);\n"
+" vec2 pixel7 = pixel_coord + vec2(0.0, pixel_size.y);\n"
+" vec2 pixel8 = pixel_coord + pixel_size;\n"
+" result = vec3((texture2D(tex, pixel1).r + \n"
+" texture2D(tex, pixel3).r + \n"
+" texture2D(tex, pixel6).r + \n"
+" texture2D(tex, pixel8).r) / 4.0, \n"
+" (texture2D(tex, pixel4).g + \n"
+" texture2D(tex, pixel2).g + \n"
+" texture2D(tex, pixel5).g + \n"
+" texture2D(tex, pixel7).g) / 4.0, \n"
+" texture2D(tex, pixel_coord).b);\n"
+" }\n"
+" }\n"
+" else\n"
+" {\n"
+" if(pattern_coord.y >= 0.5)\n"
+" {\n"
+/* Bottom left of pattern */
+/* Bottom left pixels are: */
+/* 123 */
+/* 4*5 */
+/* 678 */
+" vec2 pixel1 = pixel_coord - pixel_size;\n"
+" vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
+" vec2 pixel3 = pixel_coord + vec2(pixel_size.x, -pixel_size.y);\n"
+" vec2 pixel4 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
+" vec2 pixel5 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
+" vec2 pixel6 = pixel_coord + vec2(-pixel_size.x, pixel_size.y);\n"
+" vec2 pixel7 = pixel_coord + vec2(0.0, pixel_size.y);\n"
+" vec2 pixel8 = pixel_coord + pixel_size;\n"
+" result = vec3(\n"
+" texture2D(tex, pixel_coord).r, \n"
+" (texture2D(tex, pixel4).g + \n"
+" texture2D(tex, pixel2).g + \n"
+" texture2D(tex, pixel5).g + \n"
+" texture2D(tex, pixel7).g) / 4.0, \n"
+" (texture2D(tex, pixel1).b + \n"
+" texture2D(tex, pixel3).b + \n"
+" texture2D(tex, pixel6).b + \n"
+" texture2D(tex, pixel8).b) / 4.0);\n"
+" }\n"
+" else\n"
+" {\n"
+/* Top left of pattern */
+/* Top left pixels are: */
+/* 2 */
+/* 1 3 */
+/* 4 */
+" vec2 pixel1 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
+" vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
+" vec2 pixel3 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
+" vec2 pixel4 = pixel_coord + vec2(0.0, pixel_size.y);\n"
+" result = vec3(\n"
+" (texture2D(tex, pixel2).r + \n"
+" texture2D(tex, pixel4).r) / 2.0, \n"
+" texture2D(tex, pixel_coord).g, \n"
+" (texture2D(tex, pixel1).b + \n"
+" texture2D(tex, pixel3).b) / 2.0);\n"
+" }\n"
+" }\n"
+"\n"
+"\n"
+" gl_FragColor = vec4(result * color_matrix, 1.0);\n"
+"}\n";
+
+
+#define INTERPOLATE_COMPILE(shader_stack, current_shader) \
+{ \
+ shader_stack[current_shader++] = interpolate_shader; \
+}
+
+#define INTERPOLATE_UNIFORMS(frag) \
+{ \
+ int x_offset = get_output()->get_params()->get("INTERPOLATEPIXELS_X", (int)0); \
+ int y_offset = get_output()->get_params()->get("INTERPOLATEPIXELS_Y", (int)0); \
+ float color_matrix[9]; \
+ for( int i=0; i<9; ++i ) color_matrix[i] = 0; \
+ for( int i=0; i<3; ++i ) color_matrix[i*3 + i] = 1; \
+ char string[BCTEXTLEN]; \
+ string[0] = 0; \
+ get_output()->get_params()->get("DCRAW_MATRIX", string); \
+ sscanf(string, \
+ "%f %f %f %f %f %f %f %f %f", \
+ &color_matrix[0], \
+ &color_matrix[1], \
+ &color_matrix[2], \
+ &color_matrix[3], \
+ &color_matrix[4], \
+ &color_matrix[5], \
+ &color_matrix[6], \
+ &color_matrix[7], \
+ &color_matrix[8]); \
+ glUniformMatrix3fv(glGetUniformLocation(frag, "color_matrix"), \
+ 1, \
+ 0, \
+ color_matrix); \
+ glUniform2f(glGetUniformLocation(frag, "pattern_offset"), \
+ (float)x_offset / get_output()->get_texture_w(), \
+ (float)y_offset / get_output()->get_texture_h()); \
+ glUniform2f(glGetUniformLocation(frag, "pattern_size"), \
+ 2.0 / get_output()->get_texture_w(), \
+ 2.0 / get_output()->get_texture_h()); \
+ glUniform2f(glGetUniformLocation(frag, "pixel_size"), \
+ 1.0 / get_output()->get_texture_w(), \
+ 1.0 / get_output()->get_texture_h()); \
+}
+
+
+#endif