vo_gl3: call glFlush() after frame drawing is complete
[mplayer.git] / TOOLS / edgeenh.fp
blob1790015962b3cc78e620ddfdb9140fad03137819
1 !!ARBfp1.0
2 # Custom YUV->RGB conversion program for MPlayer's -vo gl.
3 # Copyleft (C) Reimar Döffinger, 2005
4 # Licensed under the GNU GPL v2 or later
5 # Usage: mplayer -vo gl:yuv=4:customprog=edgeenh.fp
6 # This is some custom edge-enhancement like effect.
7 # Try adjusting the gamma!
8 # program.env[0].xy contains the size of one source texel
9 PARAM strength = {0.5};
10 TEMP res, yuv, pos, tmp, sizes, center;
11 SWZ sizes, program.env[0], x, y, 0, 0;
12 TEX center.r, fragment.texcoord[0], texture[0], 2D;
13 ADD pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the right and below
14 TEX tmp.r, pos.xyxy, texture[0], 2D;
15 MAD yuv.r, center.rrrr, {4}, -tmp.rrrr;
16 TEX tmp.r, pos.zwzw, texture[0], 2D;
17 SUB yuv.r, yuv.rrrr, tmp.rrrr;
18 SUB pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the left and above
19 TEX tmp.r, pos.xyxy, texture[0], 2D;
20 SUB yuv.r, yuv.rrrr, tmp.rrrr;
21 TEX tmp.r, pos.zwzw, texture[0], 2D;
22 SUB yuv.r, yuv.rrrr, tmp.rrrr;
23 MAD yuv.r, yuv.rrrr, strength, center.rrrr;
24 TEX yuv.g, fragment.texcoord[1], texture[1], 2D;
25 TEX yuv.b, fragment.texcoord[2], texture[2], 2D;
26 # now do the normal YUV -> RGB conversion
27 MAD res, yuv.rrrr, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0.125};
28 MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res;
29 MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res;
30 # do gamma texture lookup
31 TEX res.r, res.raaa, texture[3], 2D;
32 ADD res.a, res.a, 0.25;
33 TEX res.g, res.gaaa, texture[3], 2D;
34 ADD res.a, res.a, 0.25;
35 TEX res.b, res.baaa, texture[3], 2D;
36 # move res into result, this allows easily commenting out some parts.
37 MOV result.color, res;
38 END