/* * CINELERRA * Copyright (C) 2008 Adam Williams * * 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) do { \ shader_stack[current_shader++] = \ (aggregate_interpolation) ? gamma_get_pixel1 : gamma_get_pixel2; \ shader_stack[current_shader++] = gamma_pow_frag; \ shader_stack[current_shader++] = \ !BC_CModels::is_yuv(get_output()->get_color_model()) ? \ gamma_rgb_frag : gamma_yuv_frag; \ } while(0) #define GAMMA_UNIFORMS(frag) do { \ 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); \ } while(0) #endif