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color management
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13 changed files with 401 additions and 59 deletions
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@ -56,33 +56,51 @@ const GLchar tex_vertex_src[] =
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" }\n"
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"}\n";
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const GLchar tex_fragment_src_rgba[] =
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static const GLchar tex_fragment_head[] =
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"#extension GL_OES_texture_3D : require\n"
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"\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
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"}\n";
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"uniform float alpha;\n";
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const GLchar tex_fragment_src_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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static const GLchar tex_fragment_util[] =
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"uniform mediump sampler3D color_table;\n"
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"uniform bool color_enable;\n"
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"#define offset " COLOR_OFFSET "\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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"}\n";
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"#ifdef GL_OES_texture_3D\n"
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"vec4 lookup(vec4 c) {\n"
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" if(! color_enable)\n"
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" return c;\n"
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" vec4 m = texture3D(color_table, offset + c.rgb * (1.0 - offset*2.0));\n"
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" return vec4(m.rgb, c.a);\n"
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"}\n"
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"#else\n"
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"#define lookup(c) c\n"
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"#endif\n"
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;
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const GLchar tex_fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
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"}\n";
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struct wlr_gles2_tex_shader tex_fragment_src_rgba = {
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.head = tex_fragment_head,
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.util = tex_fragment_util,
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.main = "gl_FragColor = lookup(texture2D(tex, v_texcoord)) * alpha;"
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};
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struct wlr_gles2_tex_shader tex_fragment_src_rgbx = {
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.head = tex_fragment_head,
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.util = tex_fragment_util,
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.main = "gl_FragColor = lookup(vec4(texture2D(tex, v_texcoord).rgb, 1.0)) * alpha;"
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};
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struct wlr_gles2_tex_shader tex_fragment_src_external = {
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.head = "#extension GL_OES_EGL_image_external : require\n"
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"#extension GL_OES_texture_3D : enable\n"
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"\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n",
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.util = tex_fragment_util,
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.main = "gl_FragColor = lookup(texture2D(texture0, v_texcoord)) * alpha;\n"
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};
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