mirror of
https://github.com/gnif/LookingGlass.git
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156 lines
3.3 KiB
C
156 lines
3.3 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef _EGL_PROGS_H
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#define _EGL_PROGS_H
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static const char egl_vertex_shader_desktop[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec4 position;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.x -= position.x; \
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gl_Position.y -= position.y; \
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gl_Position.x *= position.z; \
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gl_Position.y *= position.w; \
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\
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uv = vertexUV;\
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}\
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";
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static const char egl_fragment_shader_rgba[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = texture(sampler1, uv);\
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}\
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";
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static const char egl_fragment_shader_bgra[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = texture(sampler1, uv);\
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}\
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";
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static const char egl_fragment_shader_yuv[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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uniform sampler2D sampler2;\
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uniform sampler2D sampler3;\
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\
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void main()\
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{\
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highp vec4 yuv = vec4(\
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texture(sampler1, uv).r,\
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texture(sampler2, uv).r,\
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texture(sampler3, uv).r,\
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1.0\
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);\
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\
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highp mat4 yuv_to_rgb = mat4(\
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1.0, 0.0 , 1.402, -0.701,\
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1.0, -0.344, -0.714, 0.529,\
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1.0, 1.772, 0.0 , -0.886,\
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1.0, 1.0 , 1.0 , 1.0\
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);\
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\
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color = yuv * yuv_to_rgb;\
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}\
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";
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static const char egl_vertex_shader_fps[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec2 screen;\
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uniform vec2 size;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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highp vec2 pix = (vec2(1.0, 1.0) / screen); \
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.x *= pix.x * size.x; \
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gl_Position.y *= pix.y * size.y; \
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gl_Position.x -= 1.0 - (pix.x * size.x);\
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gl_Position.y += 1.0 - (pix.y * size.y);\
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gl_Position.x += pix.x * 10.0; \
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gl_Position.y -= pix.y * 10.0; \
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\
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uv = vertexUV;\
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}\
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";
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static const char egl_fragment_shader_fps[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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highp vec4 tmp = texture(sampler1, uv);\
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color.r = tmp.b; \
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color.g = tmp.g; \
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color.b = tmp.r; \
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color.a = tmp.a; \
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if (color.a == 0.0) \
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{\
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color.a = 0.5; \
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color.r = 0.0; \
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color.g = 0.0; \
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}\
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}\
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";
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#endif |