diff options
author | Eric Anholt <eric@anholt.net> | 2010-04-26 16:04:21 -0700 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2010-06-03 17:08:42 -0700 |
commit | c7629d8d71bd8a508f667da07c79ff9f8931b180 (patch) | |
tree | 28635e2e1bb5298db22a93dd829865a0f3304dc8 | |
parent | 4932a19761eed9eda80098a2ab4457122760b949 (diff) |
Disable auto-indenting mess on gstgldisplay.c shaders.
-rw-r--r-- | gst-libs/gst/gl/gstgldisplay.c | 81 |
1 files changed, 57 insertions, 24 deletions
diff --git a/gst-libs/gst/gl/gstgldisplay.c b/gst-libs/gst/gl/gstgldisplay.c index 086c29b..0445cbf 100644 --- a/gst-libs/gst/gl/gstgldisplay.c +++ b/gst-libs/gst/gl/gstgldisplay.c @@ -243,6 +243,8 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) display->shader_download_RGB = NULL; #endif + /* *INDENT-OFF* */ + //YUY2:r,g,a //UYVY:a,b,r display->text_shader_upload_YUY2_UYVY = @@ -251,9 +253,11 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) "uniform sampler2DRect Ytex, UVtex;\n" #else "precision mediump float;\n" - "varying vec2 v_texCoord;\n" "uniform sampler2D Ytex, UVtex;\n" + "varying vec2 v_texCoord;\n" + "uniform sampler2D Ytex, UVtex;\n" #endif - "void main(void) {\n" " float fx, fy, y, u, v, r, g, b;\n" + "void main(void) {\n" + " float fx, fy, y, u, v, r, g, b;\n" #ifndef OPENGL_ES2 " fx = gl_TexCoord[0].x;\n" " fy = gl_TexCoord[0].y;\n" @@ -272,7 +276,9 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) " v=v-0.5;\n" " r = y+1.5958*v;\n" " g = y-0.39173*u-0.81290*v;\n" - " b = y+2.017*u;\n" " gl_FragColor = vec4(r, g, b, 1.0);\n" "}\n"; + " b = y+2.017*u;\n" + " gl_FragColor = vec4(r, g, b, 1.0);\n" + "}\n"; //ATI: "*0.5", "" //normal: "", "*0.5" @@ -282,9 +288,11 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) "uniform sampler2DRect Ytex,Utex,Vtex;\n" #else "precision mediump float;\n" - "varying vec2 v_texCoord;\n" "uniform sampler2D Ytex,Utex,Vtex;\n" + "varying vec2 v_texCoord;\n" + "uniform sampler2D Ytex,Utex,Vtex;\n" #endif - "void main(void) {\n" " float r,g,b,y,u,v;\n" + "void main(void) {\n" + " float r,g,b,y,u,v;\n" #ifndef OPENGL_ES2 " vec2 nxy = gl_TexCoord[0].xy;\n" " y=texture2DRect(Ytex,nxy%s).r;\n" @@ -293,14 +301,17 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) #else " vec2 nxy = v_texCoord.xy;\n" " y=texture2D(Ytex,nxy).r;\n" - " u=texture2D(Utex,nxy).r;\n" " v=texture2D(Vtex,nxy).r;\n" + " u=texture2D(Utex,nxy).r;\n" + " v=texture2D(Vtex,nxy).r;\n" #endif " y=1.1643*(y-0.0625);\n" " u=u-0.5;\n" " v=v-0.5;\n" " r=y+1.5958*v;\n" " g=y-0.39173*u-0.81290*v;\n" - " b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n"; + " b=y+2.017*u;\n" + " gl_FragColor=vec4(r,g,b,1.0);\n" + "}\n"; display->text_shader_upload_AYUV = #ifndef OPENGL_ES2 @@ -308,24 +319,30 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) "uniform sampler2DRect tex;\n" #else "precision mediump float;\n" - "varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n" + "varying vec2 v_texCoord;\n" + "uniform sampler2D tex;\n" #endif - "void main(void) {\n" " float r,g,b,y,u,v;\n" + "void main(void) {\n" + " float r,g,b,y,u,v;\n" #ifndef OPENGL_ES2 " vec2 nxy=gl_TexCoord[0].xy;\n" " y=texture2DRect(tex,nxy).r;\n" - " u=texture2DRect(tex,nxy).g;\n" " v=texture2DRect(tex,nxy).b;\n" + " u=texture2DRect(tex,nxy).g;\n" + " v=texture2DRect(tex,nxy).b;\n" #else " vec2 nxy = v_texCoord.xy;\n" " y=texture2D(tex,nxy).g;\n" - " u=texture2D(tex,nxy).b;\n" " v=texture2D(tex,nxy).a;\n" + " u=texture2D(tex,nxy).b;\n" + " v=texture2D(tex,nxy).a;\n" #endif " y=1.1643*(y-0.0625);\n" " u=u-0.5;\n" " v=v-0.5;\n" " r=y+1.5958*v;\n" " g=y-0.39173*u-0.81290*v;\n" - " b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n"; + " b=y+2.017*u;\n" + " gl_FragColor=vec4(r,g,b,1.0);\n" + "}\n"; //YUY2:y2,u,y1,v //UYVY:v,y1,u,y2 @@ -335,9 +352,11 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) "uniform sampler2DRect tex;\n" #else "precision mediump float;\n" - "varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n" + "varying vec2 v_texCoord;\n" + "uniform sampler2D tex;\n" #endif - "void main(void) {\n" " float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n" + "void main(void) {\n" + " float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n" #ifndef OPENGL_ES2 " fx = gl_TexCoord[0].x;\n" " fy = gl_TexCoord[0].y;\n" @@ -363,7 +382,10 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) " v=0.439271*r - 0.367833*g - 0.071438*b ;\n" " y1=0.858885*y1 + 0.0625;\n" " y2=0.858885*y2 + 0.0625;\n" - " u=u + 0.5;\n" " v=v + 0.5;\n" " gl_FragColor=vec4(%s);\n" "}\n"; + " u=u + 0.5;\n" + " v=v + 0.5;\n" + " gl_FragColor=vec4(%s);\n" + "}\n"; //no OpenGL ES 2.0 support because for now it's not possible //to attach multiple textures to a frame buffer object @@ -390,7 +412,8 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) " v=v + 0.5;\n" " gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);\n" " gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);\n" - " gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n" "}\n"; + " gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n" + "}\n"; display->text_shader_download_AYUV = #ifndef OPENGL_ES2 @@ -398,22 +421,28 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) "uniform sampler2DRect tex;\n" #else "precision mediump float;\n" - "varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n" + "varying vec2 v_texCoord;\n" + "uniform sampler2D tex;\n" #endif - "void main(void) {\n" " float r,g,b,y,u,v;\n" + "void main(void) {\n" + " float r,g,b,y,u,v;\n" #ifndef OPENGL_ES2 " vec2 nxy=gl_TexCoord[0].xy;\n" " r=texture2DRect(tex,nxy).r;\n" - " g=texture2DRect(tex,nxy).g;\n" " b=texture2DRect(tex,nxy).b;\n" + " g=texture2DRect(tex,nxy).g;\n" + " b=texture2DRect(tex,nxy).b;\n" #else " vec2 nxy=v_texCoord.xy;\n" " r=texture2D(tex,nxy).r;\n" - " g=texture2D(tex,nxy).g;\n" " b=texture2D(tex,nxy).b;\n" + " g=texture2D(tex,nxy).g;\n" + " b=texture2D(tex,nxy).b;\n" #endif " y=0.299011*r + 0.586987*g + 0.114001*b;\n" " u=-0.148246*r -0.29102*g + 0.439266*b;\n" " v=0.439271*r - 0.367833*g - 0.071438*b ;\n" - " y=0.858885*y + 0.0625;\n" " u=u + 0.5;\n" " v=v + 0.5;\n" + " y=0.858885*y + 0.0625;\n" + " u=u + 0.5;\n" + " v=v + 0.5;\n" #ifndef OPENGL_ES2 " gl_FragColor=vec4(y,u,v,1.0);\n" #else @@ -429,7 +458,8 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) "void main() \n" "{ \n" " gl_Position = a_position; \n" - " v_texCoord = a_texCoord; \n" "} \n"; + " v_texCoord = a_texCoord; \n" + "} \n"; display->redisplay_fragment_shader_str = "precision mediump float; \n" @@ -447,7 +477,8 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) "void main() \n" "{ \n" " gl_Position = a_position; \n" - " v_texCoord = a_texCoord; \n" "} \n"; + " v_texCoord = a_texCoord; \n" + "} \n"; display->text_vertex_shader_download = "attribute vec4 a_position; \n" @@ -456,7 +487,8 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) "void main() \n" "{ \n" " gl_Position = a_position; \n" - " v_texCoord = a_texCoord; \n" "} \n"; + " v_texCoord = a_texCoord; \n" + "} \n"; display->text_fragment_shader_download_RGB = "precision mediump float; \n" @@ -467,6 +499,7 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; #endif + /* *INDENT-ON* */ } static void |