0
0
mirror of https://github.com/mpv-player/mpv.git synced 2024-09-20 20:03:10 +02:00
mpv/video/out/gl_video_shaders.glsl
wm4 46a3974200 vo_opengl: remove 1D texture usage
Broke operation with GLSL.

Since 1D texture usage was apparently (and mysteriously) good for speed,
it might be added back, but it's unknown how to do so in a clean way.
2015-01-18 16:28:41 +01:00

506 lines
18 KiB
GLSL

/*
* This file is part of mpv.
*
* mpv 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.
*
* mpv 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 mpv. If not, see <http://www.gnu.org/licenses/>.
*
* You can alternatively redistribute this file and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*/
// Note that this file is not directly passed as shader, but run through some
// text processing functions, and in fact contains multiple vertex and fragment
// shaders.
// inserted at the beginning of all shaders
#!section prelude
#ifdef GL_ES
precision mediump float;
#endif
// GLSL 1.20 compatibility layer
// texture() should be assumed to always map to texture2D()
#if __VERSION__ >= 130
# define texture1D texture
# define texture3D texture
# define DECLARE_FRAGPARMS \
out vec4 out_color;
#else
# define texture texture2D
# define DECLARE_FRAGPARMS
# define out_color gl_FragColor
# define in varying
#endif
#if HAVE_RG
#define RG rg
#else
#define RG ra
#endif
// Earlier GLSL doesn't support mix() with bvec
#if __VERSION__ >= 130
vec3 srgb_expand(vec3 v)
{
return mix(v / vec3(12.92), pow((v + vec3(0.055))/vec3(1.055), vec3(2.4)),
lessThanEqual(vec3(0.04045), v));
}
vec3 srgb_compand(vec3 v)
{
return mix(v * vec3(12.92), vec3(1.055) * pow(v, vec3(1.0/2.4)) - vec3(0.055),
lessThanEqual(vec3(0.0031308), v));
}
vec3 bt2020_expand(vec3 v)
{
return mix(v / vec3(4.5), pow((v + vec3(0.0993))/vec3(1.0993), vec3(1.0/0.45)),
lessThanEqual(vec3(0.08145), v));
}
vec3 bt2020_compand(vec3 v)
{
return mix(v * vec3(4.5), vec3(1.0993) * pow(v, vec3(0.45)) - vec3(0.0993),
lessThanEqual(vec3(0.0181), v));
}
#endif
#!section vertex_all
#if __VERSION__ < 130
# undef in
# define in attribute
# define out varying
#endif
uniform mat3 transform;
uniform vec3 translation;
#if HAVE_3DTEX
uniform sampler3D lut_3d;
#endif
uniform mat3 cms_matrix; // transformation from file's gamut to bt.2020
in vec2 vertex_position;
in vec4 vertex_color;
out vec4 color;
in vec2 vertex_texcoord;
out vec2 texcoord;
void main() {
vec3 position = vec3(vertex_position, 1) + translation;
#ifndef FIXED_SCALE
position = transform * position;
#endif
gl_Position = vec4(position, 1);
color = vertex_color;
// Although we are not scaling in linear light, both 3DLUT and SRGB still
// operate on linear light inputs so we have to convert to it before
// either step can be applied.
#ifdef USE_OSD_LINEAR_CONV_BT1886
color.rgb = pow(color.rgb, vec3(1.961));
#endif
#ifdef USE_OSD_LINEAR_CONV_SRGB
color.rgb = srgb_expand(color.rgb);
#endif
#ifdef USE_OSD_CMS_MATRIX
// Convert to the right target gamut first (to BT.709 for sRGB,
// and to BT.2020 for 3DLUT). Normal clamping here as perceptually
// accurate colorimetry is probably not worth the performance trade-off
// here.
color.rgb = clamp(cms_matrix * color.rgb, 0.0, 1.0);
#endif
#ifdef USE_OSD_3DLUT
color.rgb = pow(color.rgb, vec3(1.0/2.4)); // linear -> 2.4 3DLUT space
color = vec4(texture3D(lut_3d, color.rgb).rgb, color.a);
#endif
#ifdef USE_OSD_SRGB
color.rgb = srgb_compand(color.rgb);
#endif
texcoord = vertex_texcoord;
}
#!section frag_osd_libass
uniform sampler2D texture0;
in vec2 texcoord;
in vec4 color;
DECLARE_FRAGPARMS
void main() {
out_color = vec4(color.rgb, color.a * texture(texture0, texcoord).r);
}
#!section frag_osd_rgba
uniform sampler2D texture0;
in vec2 texcoord;
DECLARE_FRAGPARMS
void main() {
out_color = texture(texture0, texcoord).bgra;
}
#!section frag_video
uniform VIDEO_SAMPLER texture0;
uniform VIDEO_SAMPLER texture1;
uniform VIDEO_SAMPLER texture2;
uniform VIDEO_SAMPLER texture3;
uniform vec2 textures_size[4];
uniform vec2 chroma_center_offset;
uniform vec2 chroma_div;
uniform sampler2D lut_c;
uniform sampler2D lut_l;
#if HAVE_3DTEX
uniform sampler3D lut_3d;
#endif
uniform sampler2D dither;
uniform mat3 colormatrix;
uniform vec3 colormatrix_c;
uniform mat3 cms_matrix;
uniform mat2 dither_trafo;
uniform vec3 inv_gamma;
uniform float input_gamma;
uniform float conv_gamma;
uniform float sig_center;
uniform float sig_slope;
uniform float sig_scale;
uniform float sig_offset;
uniform float dither_quantization;
uniform float dither_center;
uniform float filter_param1_l;
uniform float filter_param1_c;
uniform vec2 dither_size;
in vec2 texcoord;
DECLARE_FRAGPARMS
#define CONV_NV12 1
#define CONV_PLANAR 2
vec4 sample_bilinear(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
return texture(tex, texcoord);
}
#define SAMPLE_BILINEAR(p0, p1, p2) sample_bilinear(p0, p1, p2, 0.0)
// Explanation how bicubic scaling with only 4 texel fetches is done:
// http://www.mate.tue.nl/mate/pdfs/10318.pdf
// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
// Explanation why this algorithm normally always blurs, even with unit scaling:
// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
vec4 calcweights(float s) {
vec4 t = vec4(-0.5, 0.1666, 0.3333, -0.3333) * s + vec4(1, 0, -0.5, 0.5);
t = t * s + vec4(0, 0, -0.5, 0.5);
t = t * s + vec4(-0.6666, 0, 0.8333, 0.1666);
vec2 a = vec2(1, 1) / vec2(t.z, t.w);
t.xy = t.xy * a + vec2(1, 1);
t.x = t.x + s;
t.y = t.y - s;
return t;
}
vec4 sample_bicubic_fast(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
vec2 pt = 1.0 / texsize;
vec2 fcoord = fract(texcoord * texsize + vec2(0.5, 0.5));
vec4 parmx = calcweights(fcoord.x);
vec4 parmy = calcweights(fcoord.y);
vec4 cdelta;
cdelta.xz = parmx.RG * vec2(-pt.x, pt.x);
cdelta.yw = parmy.RG * vec2(-pt.y, pt.y);
// first y-interpolation
vec4 ar = texture(tex, texcoord + cdelta.xy);
vec4 ag = texture(tex, texcoord + cdelta.xw);
vec4 ab = mix(ag, ar, parmy.b);
// second y-interpolation
vec4 br = texture(tex, texcoord + cdelta.zy);
vec4 bg = texture(tex, texcoord + cdelta.zw);
vec4 aa = mix(bg, br, parmy.b);
// x-interpolation
return mix(aa, ab, parmx.b);
}
#if HAVE_ARRAYS
float[2] weights2(sampler2D lookup, float f) {
vec2 c = texture(lookup, vec2(0.5, f)).RG;
return float[2](c.r, c.g);
}
float[6] weights6(sampler2D lookup, float f) {
vec4 c1 = texture(lookup, vec2(0.25, f));
vec4 c2 = texture(lookup, vec2(0.75, f));
return float[6](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
}
#endif
// For N=n*4 with n>1.
#define WEIGHTS_N(NAME, N) \
float[N] NAME(sampler2D lookup, float f) { \
float r[N]; \
for (int n = 0; n < N / 4; n++) { \
vec4 c = texture(lookup, \
vec2(1.0 / (N / 2) + n / float(N / 4), f)); \
r[n * 4 + 0] = c.r; \
r[n * 4 + 1] = c.g; \
r[n * 4 + 2] = c.b; \
r[n * 4 + 3] = c.a; \
} \
return r; \
}
// The DIR parameter is (0, 1) or (1, 0), and we expect the shader compiler to
// remove all the redundant multiplications and additions.
#define SAMPLE_CONVOLUTION_SEP_N(NAME, DIR, N, LUT, WEIGHTS_FUNC) \
vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
vec2 pt = (vec2(1.0) / texsize) * DIR; \
float fcoord = dot(fract(texcoord * texsize - vec2(0.5)), DIR); \
vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
float weights[N] = WEIGHTS_FUNC(LUT, fcoord); \
vec4 res = vec4(0); \
for (int n = 0; n < N; n++) { \
res += vec4(weights[n]) * texture(tex, base + pt * vec2(n)); \
} \
return res; \
}
#define SAMPLE_CONVOLUTION_N(NAME, N, LUT, WEIGHTS_FUNC) \
vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
vec2 pt = vec2(1.0) / texsize; \
vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \
vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
vec4 res = vec4(0); \
float w_x[N] = WEIGHTS_FUNC(LUT, fcoord.x); \
float w_y[N] = WEIGHTS_FUNC(LUT, fcoord.y); \
for (int y = 0; y < N; y++) { \
vec4 line = vec4(0); \
for (int x = 0; x < N; x++) \
line += vec4(w_x[x]) * texture(tex, base + pt * vec2(x, y));\
res += vec4(w_y[y]) * line; \
} \
return res; \
}
#define SAMPLE_CONVOLUTION_POLAR_R(NAME, R, LUT) \
vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
vec2 pt = vec2(1.0) / texsize; \
vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \
vec2 base = texcoord - fcoord * pt; \
vec4 res = vec4(0); \
float wsum = 0; \
for (int y = 1-R; y <= R; y++) { \
for (int x = 1-R; x <= R; x++) { \
vec2 d = vec2(x,y) - fcoord; \
float w = texture(LUT, vec2(0.5, length(d) / R)).r; \
wsum += w; \
res += w * texture(tex, base + pt * vec2(x, y)); \
} \
} \
return res / wsum; \
}
#ifdef DEF_SCALER0
DEF_SCALER0
#endif
#ifdef DEF_SCALER1
DEF_SCALER1
#endif
// Unsharp masking
vec4 sample_sharpen3(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
vec2 pt = 1.0 / texsize;
vec2 st = pt * 0.5;
vec4 p = texture(tex, texcoord);
vec4 sum = texture(tex, texcoord + st * vec2(+1, +1))
+ texture(tex, texcoord + st * vec2(+1, -1))
+ texture(tex, texcoord + st * vec2(-1, +1))
+ texture(tex, texcoord + st * vec2(-1, -1));
return p + (p - 0.25 * sum) * param1;
}
vec4 sample_sharpen5(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
vec2 pt = 1.0 / texsize;
vec2 st1 = pt * 1.2;
vec4 p = texture(tex, texcoord);
vec4 sum1 = texture(tex, texcoord + st1 * vec2(+1, +1))
+ texture(tex, texcoord + st1 * vec2(+1, -1))
+ texture(tex, texcoord + st1 * vec2(-1, +1))
+ texture(tex, texcoord + st1 * vec2(-1, -1));
vec2 st2 = pt * 1.5;
vec4 sum2 = texture(tex, texcoord + st2 * vec2(+1, 0))
+ texture(tex, texcoord + st2 * vec2( 0, +1))
+ texture(tex, texcoord + st2 * vec2(-1, 0))
+ texture(tex, texcoord + st2 * vec2( 0, -1));
vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;
return p + t * param1;
}
void main() {
vec2 chr_texcoord = texcoord;
#ifdef USE_RECTANGLE
chr_texcoord = chr_texcoord * chroma_div;
#else
// Texture coordinates are [0,1], and chroma plane coordinates are
// magically rescaled.
#endif
chr_texcoord = chr_texcoord + chroma_center_offset;
#ifndef USE_CONV
#define USE_CONV 0
#endif
#if USE_CONV == CONV_PLANAR
vec4 acolor = vec4(SAMPLE_L(texture0, textures_size[0], texcoord).r,
SAMPLE_C(texture1, textures_size[1], chr_texcoord).r,
SAMPLE_C(texture2, textures_size[2], chr_texcoord).r,
1.0);
#elif USE_CONV == CONV_NV12
vec4 acolor = vec4(SAMPLE_L(texture0, textures_size[0], texcoord).r,
SAMPLE_C(texture1, textures_size[1], chr_texcoord).RG,
1.0);
#else
vec4 acolor = SAMPLE_L(texture0, textures_size[0], texcoord);
#endif
#ifdef USE_COLOR_SWIZZLE
acolor = acolor. USE_COLOR_SWIZZLE ;
#endif
#ifdef USE_ALPHA_PLANE
acolor.a = SAMPLE_L(texture3, textures_size[3], texcoord).r;
#endif
vec3 color = acolor.rgb;
float alpha = acolor.a;
#ifdef USE_YGRAY
// NOTE: actually slightly wrong for 16 bit input video, and completely
// wrong for 9/10 bit input
color.gb = vec2(128.0/255.0);
#endif
#ifdef USE_INPUT_GAMMA
// Pre-colormatrix input gamma correction (eg. for MP_IMGFLAG_XYZ)
color = pow(color, vec3(input_gamma));
#endif
#ifdef USE_COLORMATRIX
// Conversion from Y'CbCr or other spaces to RGB
color = mat3(colormatrix) * color + colormatrix_c;
#endif
#ifdef USE_CONV_GAMMA
// Post-colormatrix converted gamma correction (eg. for MP_IMGFLAG_XYZ)
color = pow(color, vec3(conv_gamma));
#endif
#ifdef USE_CONST_LUMA
// Conversion from C'rcY'cC'bc to R'Y'cB' via the BT.2020 CL system:
// C'bc = (B'-Y'c) / 1.9404 | C'bc <= 0
// = (B'-Y'c) / 1.5816 | C'bc > 0
//
// C'rc = (R'-Y'c) / 1.7184 | C'rc <= 0
// = (R'-Y'c) / 0.9936 | C'rc > 0
//
// as per the BT.2020 specification, table 4. This is a non-linear
// transformation because (constant) luminance receives non-equal
// contributions from the three different channels.
color.br = color.br * mix(vec2(1.5816, 0.9936), vec2(1.9404, 1.7184),
lessThanEqual(color.br, vec2(0))) + color.gg;
// Expand channels to camera-linear light. This shader currently just
// assumes everything uses the BT.2020 12-bit gamma function, since the
// difference between 10 and 12-bit is negligible for anything other than
// 12-bit content.
color = bt2020_expand(color);
// Calculate the green channel from the expanded RYcB
// The BT.2020 specification says Yc = 0.2627*R + 0.6780*G + 0.0593*B
color.g = (color.g - 0.2627*color.r - 0.0593*color.b)/0.6780;
// Re-compand to receive the R'G'B' result, same as other systems
color = bt2020_compand(color);
#endif
#ifdef USE_COLORMATRIX
// CONST_LUMA involves numbers outside the [0,1] range so we make sure
// to clip here, after the (possible) USE_CONST_LUMA calculations are done,
// instead of immediately after the colormatrix conversion.
color = clamp(color, 0.0, 1.0);
#endif
// If we are scaling in linear light (SRGB or 3DLUT option enabled), we
// expand our source colors before scaling. We distinguish between
// BT.1886 (typical video files) and sRGB (typical image files).
#ifdef USE_LINEAR_LIGHT_BT1886
// This calculation is derived from the BT.1886 recommendation which
// is itself derived from the curves of typical CRT monitors. It claims
// that a correct video playback environment should have a pure power
// curve transfer function (in contrast to the complex BT.709 function)
// with a gamma value of 2.40, but this includes the typical gamma boost
// of ~1.2 for dark viewing environments. The figure used here instead
// (1.961) is therefore a pure power curve but without the boost, which
// is a very close approximation of the true BT.709 function.
color = pow(color, vec3(1.961));
#endif
#ifdef USE_LINEAR_LIGHT_SRGB
// This is not needed for most sRGB content since we can use GL_SRGB to
// directly sample RGB texture in linear light, but for things which are
// also sRGB but in a different format (such as JPEG's YUV), we need
// to convert to linear light manually.
color = srgb_expand(color);
#endif
#ifdef USE_SIGMOID
color = sig_center - log(1.0/(color * sig_scale + sig_offset) - 1.0)/sig_slope;
#endif
// Image upscaling happens roughly here
#ifdef USE_SIGMOID_INV
// Inverse of USE_SIGMOID
color = (1.0/(1.0 + exp(sig_slope * (sig_center - color))) - sig_offset) / sig_scale;
#endif
#ifdef USE_GAMMA_POW
// User-defined gamma correction factor (via the gamma sub-option)
color = pow(color, inv_gamma);
#endif
#ifdef USE_CMS_MATRIX
// Convert to the right target gamut first (to BT.709 for sRGB,
// and to BT.2020 for 3DLUT).
color = cms_matrix * color;
// Clamp to the target gamut. This clamp is needed because the gamma
// functions are not well-defined outside this range, which is related to
// the fact that they're not representable on the target device.
// TODO: Desaturate colorimetrically; this happens automatically for
// 3dlut targets but not for sRGB mode. Not sure if this is a requirement.
color = clamp(color, 0.0, 1.0);
#endif
#ifdef USE_3DLUT
// For the 3DLUT we are arbitrarily using 2.4 as input gamma to reduce
// the amount of rounding errors, so we pull up to that space first and
// then pass it through the 3D texture.
color = pow(color, vec3(1.0/2.4));
color = texture3D(lut_3d, color).rgb;
#endif
#ifdef USE_SRGB
// Adapt and compand from the linear BT2020 source to the sRGB output
color = srgb_compand(color);
#endif
#ifdef USE_DITHER
vec2 dither_pos = gl_FragCoord.xy / dither_size;
#ifdef USE_TEMPORAL_DITHER
dither_pos = dither_trafo * dither_pos;
#endif
float dither_value = texture(dither, dither_pos).r;
color = floor(color * dither_quantization + dither_value + dither_center) /
dither_quantization;
#endif
#ifdef USE_ALPHA_BLEND
color = color * alpha;
#endif
#ifdef USE_ALPHA
out_color = vec4(color, alpha);
#else
out_color = vec4(color, 1.0);
#endif
}