/* * GStreamer * Copyright (C) 2009 Julien Isorce * * 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); } }