[MPlayer-cvslog] r19023 - in trunk/TOOLS: edgedetect.fp emboss.fp
reimar
subversion at mplayerhq.hu
Wed Jul 12 12:49:21 CEST 2006
Author: reimar
Date: Wed Jul 12 12:49:20 2006
New Revision: 19023
Modified:
trunk/TOOLS/edgedetect.fp
trunk/TOOLS/emboss.fp
Log:
Fix for changed env parameter contents and improve speed.
Modified: trunk/TOOLS/edgedetect.fp
==============================================================================
--- trunk/TOOLS/edgedetect.fp (original)
+++ trunk/TOOLS/edgedetect.fp Wed Jul 12 12:49:20 2006
@@ -6,36 +6,32 @@
# This is some custom edge-detect like effect.
# Try adjusting the gamma!
# program.env[0].xy contains the size of one source texel
-PARAM sizes = program.env[0];
-TEMP res, y, u, v, pos, tmp;
-TEX y, fragment.texcoord[0], texture[0], 2D;
-MUL y, y, {4, 4, 4, 0};
-ADD pos, fragment.texcoord[0], sizes.xwww; # texel to the right
-TEX tmp, pos, texture[0], 2D;
-SUB y, y, tmp;
-SUB pos, fragment.texcoord[0], sizes.xwww; # texel to the left
-TEX tmp, pos, texture[0], 2D;
-SUB y, y, tmp;
-ADD pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. above?
-TEX tmp, pos, texture[0], 2D;
-SUB y, y, tmp;
-SUB pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. below?
-TEX tmp, pos, texture[0], 2D;
-SUB y, y, tmp;
-MAD res, y, {2, 2, 2, 0}, {0.5, 0.5, 0.5, 0};
-# now do the normal YUV -> RGB conversion
-MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0};
-TEX u, fragment.texcoord[1], texture[1], 2D;
-MAD res, u, {0, -0.391, 2.018, 0}, res;
-TEX v, fragment.texcoord[2], texture[2], 2D;
-MAD res, v, {1.596, -0.813, 0, 0}, res;
+TEMP res, yuv, pos, tmp, sizes;
+SWZ sizes, program.env[0], x, y, 0, 0;
+TEX yuv.r, fragment.texcoord[0], texture[0], 2D;
+ADD pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the right and below
+TEX tmp.r, pos.xyxy, texture[0], 2D;
+MAD yuv.r, yuv.rrrr, {4}, -tmp.rrrr;
+TEX tmp.r, pos.zwzw, texture[0], 2D;
+SUB yuv.r, yuv.rrrr, tmp.rrrr;
+SUB pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the left and above
+TEX tmp.r, pos.xyxy, texture[0], 2D;
+SUB yuv.r, yuv.rrrr, tmp.rrrr;
+TEX tmp.r, pos.zwzw, texture[0], 2D;
+SUB yuv.r, yuv.rrrr, tmp.rrrr;
+TEX yuv.g, fragment.texcoord[1], texture[1], 2D;
+TEX yuv.b, fragment.texcoord[2], texture[2], 2D;
+# now do the normal YUV -> RGB conversion but include effect strength
+# multiplication by 2 and 0.5 offset
+MAD res, yuv.rrrr, {2.328, 2.328, 2.328, 0}, {-0.37416, 1.03133, -0.58599, 0.125};
+MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res;
+MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res;
# do gamma texture lookup
-ADD res.a, res.a, 0.125;
TEX res.r, res.raaa, texture[3], 2D;
ADD res.a, res.a, 0.25;
TEX res.g, res.gaaa, texture[3], 2D;
ADD res.a, res.a, 0.25;
TEX res.b, res.baaa, texture[3], 2D;
# move res into result, this allows easily commenting out some parts.
-ADD result.color, res, {0, 0, 0, 0};
+MOV result.color, res;
END
Modified: trunk/TOOLS/emboss.fp
==============================================================================
--- trunk/TOOLS/emboss.fp (original)
+++ trunk/TOOLS/emboss.fp Wed Jul 12 12:49:20 2006
@@ -5,29 +5,25 @@
# Usage: mplayer -vo gl:yuv=4:customprog=emboss.fp
# This is an emboss effect.
PARAM sizes = program.env[0];
-TEMP res, y, u, v, xdiff, ydiff, pos, tmp;
-TEX y, fragment.texcoord[0], texture[0], 2D;
-SUB pos, fragment.texcoord[0], sizes.xwww;
-TEX tmp, pos, texture[0], 2D;
-SUB xdiff, y, tmp;
-MAD xdiff, xdiff, {0.5, 0.5, 0.5, 0}, {0.5, 0.5, 0.5, 0};
-SUB pos, fragment.texcoord[0], sizes.wyww;
-TEX tmp, pos, texture[0], 2D;
-SUB ydiff, y, tmp;
-MAD res, ydiff, {0.8660, 0.8660, 0.8660, 0}, xdiff;
-# now do the normal YUV -> RGB conversion
-MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0};
-TEX u, fragment.texcoord[1], texture[1], 2D;
-MAD res, u, {0, -0.391, 2.018, 0}, res;
-TEX v, fragment.texcoord[2], texture[2], 2D;
-MAD res, v, {1.596, -0.813, 0, 0}, res;
+TEMP res, yuv, pos, tmp;
+TEX yuv.r, fragment.texcoord[0], texture[0], 2D;
+MAD pos, sizes.xyxy, {-0.5, 0, 0, -0.8660}, fragment.texcoord[0].xyxy;
+TEX tmp.r, pos.xyxy, texture[0], 2D;
+MAD yuv.r, yuv.rrrr, {2}, -tmp.rrrr;
+TEX tmp.r, pos.zwzw, texture[0], 2D;
+SUB yuv.r, yuv.rrrr, tmp.rrrr;
+TEX yuv.g, fragment.texcoord[1], texture[1], 2D;
+TEX yuv.b, fragment.texcoord[2], texture[2], 2D;
+# now do the normal YUV -> RGB conversion but with 0.5 offset
+MAD res, yuv.rrrr, {1.164, 1.164, 1.164, 0}, {-0.37416, 1.03133, -0.58599, 0.125};
+MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res;
+MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res;
# do gamma texture lookup
-ADD res.a, res.a, 0.125;
TEX res.r, res.raaa, texture[3], 2D;
ADD res.a, res.a, 0.25;
TEX res.g, res.gaaa, texture[3], 2D;
ADD res.a, res.a, 0.25;
TEX res.b, res.baaa, texture[3], 2D;
# move res into result, this allows easily commenting out some parts.
-ADD result.color, res, {0, 0, 0, 0};
+MOV result.color, res;
END
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