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- /*
- * Copyright (C) 2010 Team XBMC
- * http://www.xbmc.org
- *
- * This Program 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, or (at your option)
- * any later version.
- *
- * This Program 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 XBMC; see the file COPYING. If not, write to
- * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
- * http://www.gnu.org/copyleft/gpl.html
- *
- */
-
- uniform sampler2D img;
- uniform vec2 stepxy;
- uniform float m_stretch;
- varying vec2 cord;
-
- #if (USE1DTEXTURE)
- uniform sampler1D kernelTex;
- #else
- uniform sampler2D kernelTex;
- #endif
-
- //nvidia's half is a 16 bit float and can bring some speed improvements
- //without affecting quality
- #ifndef __GLSL_CG_DATA_TYPES
- #define half float
- #define half3 vec3
- #define half4 vec4
- #endif
-
- half4 weight(float pos)
- {
- #if (HAS_FLOAT_TEXTURE)
- #if (USE1DTEXTURE)
- return texture1D(kernelTex, pos);
- #else
- return texture2D(kernelTex, vec2(pos, 0.5));
- #endif
- #else
- #if (USE1DTEXTURE)
- return texture1D(kernelTex, pos) * 2.0 - 1.0;
- #else
- return texture2D(kernelTex, vec2(pos, 0.5)) * 2.0 - 1.0;
- #endif
- #endif
- }
-
- vec2 stretch(vec2 pos)
- {
- #if (XBMC_STRETCH)
- // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b.
- // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5
- // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1)
- float x = pos.x - 0.5;
- return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y);
- #else
- return pos;
- #endif
- }
-
- half3 pixel(float xpos, float ypos)
- {
- return texture2D(img, vec2(xpos, ypos)).rgb;
- }
-
- half3 line (float ypos, vec4 xpos, half4 linetaps)
- {
- return
- pixel(xpos.r, ypos) * linetaps.r +
- pixel(xpos.g, ypos) * linetaps.g +
- pixel(xpos.b, ypos) * linetaps.b +
- pixel(xpos.a, ypos) * linetaps.a;
- }
-
- void main()
- {
- vec2 pos = stretch(cord) + stepxy * 0.5;
- vec2 f = fract(pos / stepxy);
-
- half4 linetaps = weight(1.0 - f.x);
- half4 columntaps = weight(1.0 - f.y);
-
- //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
- linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
- columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;
-
- vec2 xystart = (-1.5 - f) * stepxy + pos;
- vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0);
-
- gl_FragColor.rgb =
- line(xystart.y , xpos, linetaps) * columntaps.r +
- line(xystart.y + stepxy.y , xpos, linetaps) * columntaps.g +
- line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b +
- line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a;
-
- gl_FragColor.a = gl_Color.a;
- }
-
-