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GLSL

/*
* This file is part of FFmpeg.
*
* FFmpeg is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* FFmpeg 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#pragma shader_stage(compute)
#extension GL_EXT_shader_image_load_formatted : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_nonuniform_qualifier : require
#define FADE 0
#define WIPELEFT 1
#define WIPERIGHT 2
#define WIPEUP 3
#define WIPEDOWN 4
#define SLIDEDOWN 5
#define SLIDEUP 6
#define SLIDELEFT 7
#define SLIDERIGHT 8
#define CIRCLEOPEN 9
#define CIRCLECLOSE 10
#define DISSOLVE 11
#define PIXELIZE 12
#define WIPETL 13
#define WIPETR 14
#define WIPEBL 15
#define WIPEBR 16
layout (constant_id = 0) const int transition = 0;
layout (constant_id = 1) const int planes = 0;
layout (local_size_x_id = 253, local_size_y_id = 254, local_size_z_id = 255) in;
layout (set = 0, binding = 0) uniform sampler2D a_images[];
layout (set = 0, binding = 1) uniform sampler2D b_images[];
layout (set = 0, binding = 2) uniform writeonly image2D output_img[];
layout (push_constant, scalar) uniform pushConstants {
float progress;
};
void transition_fade(int idx, ivec2 pos)
{
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, mix(a, b, progress));
}
void transition_wipeleft(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
int s = int(size.x * (1.0 - progress));
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, pos.x > s ? b : a);
}
void transition_wiperight(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
int s = int(size.x * progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, pos.x > s ? a : b);
}
void transition_wipeup(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
int s = int(size.y * (1.0 - progress));
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, pos.y > s ? b : a);
}
void transition_wipedown(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
int s = int(size.y * progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, pos.y > s ? a : b);
}
#define SHADER_SLIDE_COMMON(name, direction) \
void transition_ ## name(int idx, ivec2 pos) \
{ \
ivec2 size = imageSize(output_img[idx]); \
ivec2 pi = ivec2(progress * size); \
ivec2 p = pos + pi * direction; \
ivec2 f = p % size; \
f = f + size * ivec2(f.x < 0, f.y < 0); \
vec4 a = texture(a_images[idx], f); \
vec4 b = texture(b_images[idx], f); \
vec4 r = (p.y >= 0 && p.x >= 0 && size.y > p.y && size.x > p.x) ? a : b; \
imageStore(output_img[idx], pos, r); \
}
SHADER_SLIDE_COMMON(slidedown, ivec2(0, -1))
SHADER_SLIDE_COMMON(slideup, ivec2(0, +1))
SHADER_SLIDE_COMMON(slideleft, ivec2(+1, 0))
SHADER_SLIDE_COMMON(slideright, ivec2(-1, 0))
#define SHADER_CIRCLE_COMMON(name, open) \
void transition_ ## name(int idx, ivec2 pos) \
{ \
const ivec2 half_size = imageSize(output_img[idx]) / 2; \
const float z = dot(half_size, half_size); \
float p = ((open ? (1.0 - progress) : progress) - 0.5) * 3.0; \
ivec2 dsize = pos - half_size; \
float sm = dot(dsize, dsize) / z + p; \
vec4 a = texture(a_images[idx], pos); \
vec4 b = texture(b_images[idx], pos); \
imageStore(output_img[idx], pos, \
mix(open ? b : a, open ? a : b, \
smoothstep(0.f, 1.f, sm))); \
}
SHADER_CIRCLE_COMMON(circleopen, true)
SHADER_CIRCLE_COMMON(circleclose, false)
float frand(vec2 v)
{
return fract(sin(dot(v, vec2(12.9898, 78.233))) * 43758.545);
}
void transition_dissolve(int idx, ivec2 pos)
{
float sm = frand(pos) * 2.0 + (1.0 - progress) * 2.0 - 1.5;
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, sm >= 0.5 ? a : b);
}
void transition_pixelize(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float d = min(progress, 1.0 - progress);
float dist = ceil(d * 50.0) / 50.0;
float sq = 2.0 * dist * min(size.x, size.y) / 20.0;
float sx = dist > 0.0 ? min((floor(pos.x / sq) + 0.5) * sq, size.x - 1) : pos.x;
float sy = dist > 0.0 ? min((floor(pos.y / sq) + 0.5) * sq, size.y - 1) : pos.y;
vec4 a = texture(a_images[idx], vec2(sx, sy));
vec4 b = texture(b_images[idx], vec2(sx, sy));
imageStore(output_img[idx], pos, mix(a, b, progress));
}
void transition_wipetl(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float zw = size.x * (1.0 - progress);
float zh = size.y * (1.0 - progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, (pos.y <= zh && pos.x <= zw) ? a : b);
}
void transition_wipetr(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float zw = size.x * (progress);
float zh = size.y * (1.0 - progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, (pos.y <= zh && pos.x > zw) ? a : b);
}
void transition_wipebl(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float zw = size.x * (1.0 - progress);
float zh = size.y * (progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, (pos.y > zh && pos.x <= zw) ? a : b);
}
void transition_wipebr(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float zw = size.x * (progress);
float zh = size.y * (progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, (pos.y > zh && pos.x > zw) ? a : b);
}
void main()
{
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
vec2 ipos = pos + vec2(0.5);
for (int i = 0; i < planes; i++) {
ivec2 size = imageSize(output_img[i]);
if (any(greaterThanEqual(pos, size)))
return;
switch (transition) {
case FADE:
transition_fade(i, pos);
break;
case WIPELEFT:
transition_wipeleft(i, pos);
break;
case WIPERIGHT:
transition_wiperight(i, pos);
break;
case WIPEUP:
transition_wipeup(i, pos);
break;
case WIPEDOWN:
transition_wipedown(i, pos);
break;
case SLIDEDOWN:
transition_slidedown(i, pos);
break;
case SLIDEUP:
transition_slideup(i, pos);
break;
case SLIDELEFT:
transition_slideleft(i, pos);
break;
case SLIDERIGHT:
transition_slideright(i, pos);
break;
case CIRCLEOPEN:
transition_circleopen(i, pos);
break;
case CIRCLECLOSE:
transition_circleclose(i, pos);
break;
case DISSOLVE:
transition_dissolve(i, pos);
break;
case PIXELIZE:
transition_pixelize(i, pos);
break;
case WIPETL:
transition_wipetl(i, pos);
break;
case WIPETR:
transition_wipetr(i, pos);
break;
case WIPEBL:
transition_wipebl(i, pos);
break;
case WIPEBR:
transition_wipebr(i, pos);
break;
}
}
}