[PATCH 2/3] Install brightness and saturation variables for surface shader
Scott Moreau
oreaus at gmail.com
Mon Apr 16 10:25:41 PDT 2012
---
src/compositor.c | 12 ++++++++++++
src/compositor.h | 4 ++++
2 files changed, 16 insertions(+), 0 deletions(-)
diff --git a/src/compositor.c b/src/compositor.c
index 6ee9879..3667f39 100644
--- a/src/compositor.c
+++ b/src/compositor.c
@@ -217,6 +217,8 @@ weston_surface_create(struct weston_compositor *compositor)
surface->compositor = compositor;
surface->image = EGL_NO_IMAGE_KHR;
surface->alpha = 255;
+ surface->brightness = 255;
+ surface->saturation = 255;
surface->pitch = 1;
surface->buffer = NULL;
@@ -813,6 +815,8 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
glUniform1i(es->shader->tex_uniform, 0);
glUniform4fv(es->shader->color_uniform, 1, es->color);
glUniform1f(es->shader->alpha_uniform, es->alpha / 255.0);
+ glUniform1f(es->shader->brightness_uniform, es->brightness / 255.0);
+ glUniform1f(es->shader->saturation_uniform, es->saturation / 255.0);
glUniform1f(es->shader->texwidth_uniform,
(GLfloat)es->geometry.width / es->pitch);
@@ -2158,6 +2162,8 @@ static const char texture_fragment_shader[] =
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
+ "uniform float bright;\n"
+ "uniform float chroma;\n"
"uniform float texwidth;\n"
"void main()\n"
"{\n"
@@ -2165,6 +2171,10 @@ static const char texture_fragment_shader[] =
" v_texcoord.y < 0.0 || v_texcoord.y > 1.0)\n"
" discard;\n"
" gl_FragColor = texture2D(tex, v_texcoord)\n;"
+ " float gray = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
+ " vec3 range = (gl_FragColor.rgb - vec3 (gray, gray, gray)) * chroma;\n"
+ " gl_FragColor = vec4(vec3(gray + range), gl_FragColor.a);\n"
+ " gl_FragColor = vec4(vec3(bright, bright, bright) * gl_FragColor.rgb, gl_FragColor.a);\n"
" gl_FragColor = alpha * gl_FragColor;\n"
"}\n";
@@ -2226,6 +2236,8 @@ weston_shader_init(struct weston_shader *shader,
shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
shader->tex_uniform = glGetUniformLocation(shader->program, "tex");
shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
+ shader->brightness_uniform = glGetUniformLocation(shader->program, "bright");
+ shader->saturation_uniform = glGetUniformLocation(shader->program, "chroma");
shader->color_uniform = glGetUniformLocation(shader->program, "color");
shader->texwidth_uniform = glGetUniformLocation(shader->program,
"texwidth");
diff --git a/src/compositor.h b/src/compositor.h
index 4dd1d3c..a9fa69f 100644
--- a/src/compositor.h
+++ b/src/compositor.h
@@ -133,6 +133,8 @@ struct weston_shader {
GLint proj_uniform;
GLint tex_uniform;
GLint alpha_uniform;
+ GLint brightness_uniform;
+ GLint saturation_uniform;
GLint color_uniform;
GLint texwidth_uniform;
};
@@ -285,6 +287,8 @@ struct weston_surface {
struct weston_shader *shader;
GLfloat color[4];
uint32_t alpha;
+ uint32_t brightness;
+ uint32_t saturation;
/* Surface geometry state, mutable.
* If you change anything, set dirty = 1.
--
1.7.4.1
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