--- /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 GAMMA_AGGREGATED
+#define GAMMA_AGGREGATED
+
+// Gamma sections performed by other plugins
+
+// Functions to get pixel from either previous effect or texture
+static const char *gamma_get_pixel1 =
+ "vec4 gamma_get_pixel()\n"
+ "{\n"
+ " return gl_FragColor;\n"
+ "}\n";
+
+static const char *gamma_get_pixel2 =
+ "uniform sampler2D tex;\n"
+ "vec4 gamma_get_pixel()\n"
+ "{\n"
+ " return texture2D(tex, gl_TexCoord[0].st);\n"
+ "}\n";
+
+static const char *gamma_pow_frag =
+ "float my_pow(float x, float y, float max)\n"
+ "{\n"
+ " return (x > 0.0) ? pow(x * 2.0 / max, y) : 0.0;\n"
+ "}\n";
+
+static const char *gamma_rgb_frag =
+ "uniform float gamma_scale;\n"
+ "uniform float gamma_gamma;\n"
+ "uniform float gamma_max;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 pixel = gamma_get_pixel();\n"
+ " pixel.r = pixel.r * gamma_scale * my_pow(pixel.r, gamma_gamma, gamma_max);\n"
+ " pixel.g = pixel.g * gamma_scale * my_pow(pixel.g, gamma_gamma, gamma_max);\n"
+ " pixel.b = pixel.b * gamma_scale * my_pow(pixel.b, gamma_gamma, gamma_max);\n"
+ " gl_FragColor = pixel;\n"
+ "}\n";
+
+static const char *gamma_yuv_frag =
+ "uniform float gamma_scale;\n"
+ "uniform float gamma_gamma;\n"
+ "uniform float gamma_max;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 pixel = gamma_get_pixel();\n"
+ YUV_TO_RGB_FRAG("pixel")
+ " pixel.r = pixel.r * gamma_scale * my_pow(pixel.r, gamma_gamma, gamma_max);\n"
+ " pixel.g = pixel.g * gamma_scale * my_pow(pixel.g, gamma_gamma, gamma_max);\n"
+ " pixel.b = pixel.b * gamma_scale * my_pow(pixel.b, gamma_gamma, gamma_max);\n"
+ RGB_TO_YUV_FRAG("pixel")
+ " gl_FragColor = pixel;\n"
+ "}\n";
+
+#define GAMMA_COMPILE(shader_stack, current_shader, aggregate_interpolation) \
+{ \
+ if(aggregate_interpolation) \
+ shader_stack[current_shader++] = gamma_get_pixel1; \
+ else \
+ shader_stack[current_shader++] = gamma_get_pixel2; \
+ \
+ switch(get_output()->get_color_model()) \
+ { \
+ case BC_YUV888: \
+ case BC_YUVA8888: \
+ shader_stack[current_shader++] = gamma_pow_frag; \
+ shader_stack[current_shader++] = gamma_yuv_frag; \
+ break; \
+ default: \
+ shader_stack[current_shader++] = gamma_pow_frag; \
+ shader_stack[current_shader++] = gamma_rgb_frag; \
+ break; \
+ } \
+}
+
+#define GAMMA_UNIFORMS(frag) \
+{ \
+ float gamma = get_output()->get_params()->get("GAMMA_GAMMA", (float)1); \
+ float max = get_output()->get_params()->get("GAMMA_MAX", (float)1) * gamma; \
+ gamma -= 1.0; \
+ float scale = 1.0 / max; \
+ glUniform1f(glGetUniformLocation(frag, "gamma_scale"), scale); \
+ glUniform1f(glGetUniformLocation(frag, "gamma_gamma"), gamma); \
+ glUniform1f(glGetUniformLocation(frag, "gamma_max"), max); \
+printf("GAMMA_UNIFORMS %f %f\n", max, gamma); \
+}
+
+
+
+
+
+#endif