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// [config]
// expect_result: pass
// glsl_version: 1.10
//
// [end config]
/*
* GStreamer
* Copyright (C) 2009 Julien Isorce <julien.isorce@mail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect tex;
uniform sampler2DRect tex_prev;
uniform float max_comb;
uniform float motion_threshold;
uniform float motion_sense;
uniform int width;
uniform int height;
void main () {
vec2 texcoord = gl_TexCoord[0].xy;
if (int(mod(texcoord.y, 2.0)) == 0)
gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0);
else {
// cannot have __ in a var so __ is replaced by _a
vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;
vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;
texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0);
texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);
L1 = texture2DRect(tex_prev, texcoord_L1).rgb;
L3 = texture2DRect(tex_prev, texcoord_L3).rgb;
if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {
L1_1 = L1;
L3_1 = L3;
} else {
texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);
texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);
L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;
L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb;
}
if (int(ceil(texcoord.x + texcoord.y)) == 0) {
L1_a1 = L1;
L3_a1 = L3;
} else {
texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0);
texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);
L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;
L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb;
}
//STEP 1
vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;
vec3 avg = (L1 + L3) / 2.0;
vec3 avg_1 = (L1_1 + L3_1) / 2.0;
vec3 avg_s = (avg_a1 + avg_1) / 2.0;
vec3 avg_sc = (avg_s + avg) / 2.0;
vec3 L2 = texture2DRect(tex, texcoord).rgb;
vec3 LP2 = texture2DRect(tex_prev, texcoord).rgb;
vec3 best;
if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {
best.r = L2.r;
} else {
best.r = LP2.r;
}
if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {
best.g = L2.g;
} else {
best.g = LP2.g;
}
if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {
best.b = L2.b;
} else {
best.b = LP2.b;
}
//STEP 2
vec3 last;
last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));
last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));
last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));
//STEP 3
const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);
float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);
last = last * (1.0 - mov) + avg_sc * mov;
gl_FragColor = vec4(last, 1.0);
}
}
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