/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library 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 * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #include /* A common file for sources is needed since shader sources can be * generic and reused by several effects */ /* Mirror effect */ const gchar *mirror_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float width, height;" "void main () {" " vec2 tex_size = vec2 (width, height);" " vec2 texturecoord = gl_TexCoord[0].xy;" " vec2 normcoord;" " normcoord = texturecoord / tex_size - 1.0;" " normcoord.x *= sign (normcoord.x);" " texturecoord = (normcoord + 1.0) * tex_size;" " vec4 color = texture2DRect (tex, texturecoord); " " gl_FragColor = color * gl_Color;" "}"; /* Squeeze effect */ const gchar *squeeze_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float width, height;" "void main () {" " vec2 tex_size = vec2 (width, height);" " vec2 texturecoord = gl_TexCoord[0].xy;" " vec2 normcoord;" " normcoord = texturecoord / tex_size - 1.0; " " float r = length (normcoord);" " r = pow(r, 0.40)*1.3;" " normcoord = normcoord / r;" " texturecoord = (normcoord + 1.0) * tex_size;" " vec4 color = texture2DRect (tex, texturecoord); " " gl_FragColor = color * gl_Color;" "}"; /* Stretch Effect */ const gchar *stretch_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "uniform float width, height;" "void main () {" " vec2 tex_size = vec2 (width, height);" " vec2 texturecoord = gl_TexCoord[0].xy;" " vec2 normcoord;" " normcoord = texturecoord / tex_size - 1.0;" " float r = length (normcoord);" " normcoord *= 2.0 - smoothstep(0.0, 0.7, r);" " texturecoord = (normcoord + 1.0) * tex_size;" " vec4 color = texture2DRect (tex, texturecoord);" " gl_FragColor = color * gl_Color;" "}";