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lavd/opengl_enc: add gray8/16 formats
Signed-off-by: Lukasz Marek <lukasz.m.luki@gmail.com>
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c107769c68
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@ -265,6 +265,8 @@ static const struct OpenGLFormatDesc {
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{ AV_PIX_FMT_GBRP16, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
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{ AV_PIX_FMT_GBRAP, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
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{ AV_PIX_FMT_GBRAP16, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
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{ AV_PIX_FMT_GRAY8, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
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{ AV_PIX_FMT_GRAY16, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
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{ AV_PIX_FMT_NONE, NULL }
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};
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@ -173,4 +173,16 @@ static const char * const FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
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"1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);"
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"}";
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static const char * const FF_OPENGL_FRAGMENT_SHADER_GRAY =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"float c = texture2D(u_texture0, texture_coordinate);"
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"gl_FragColor = vec4(c, c, c, 1.0);"
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"}";
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#endif /* AVDEVICE_OPENGL_SHADERS_H */
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