If you run into new OpenGL issues, this is likely the commit that caused it. I've tested this on as many systems as I have access to (including AMD, Apple, Intel, and NVIDIA GPUs with a mixture of Windows, Linux, and macOS) and it appears to work fine, however we all know how unpredictable GPUs can be. This should help increase GPU performance and compatibility. Squashed commit of the following: commit fa3c0ac7c469aebe2941a803736bdc06cdd5a2d8 Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 13:17:44 2021 +1000 viewer: updated pixel sampling for shared contexts commit 9334261da235f09cb67b193c5bb6169abd7a95f7 Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 13:12:39 2021 +1000 pixelsampler: show color preview box commit dacd9be6971c5c0312ae45c8db349d47910a80dd Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 12:43:32 2021 +1000 renderer: interlace on GPU commit 074cea06cb87e9fdc4e8ea6b09587be6df296057 Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 12:43:14 2021 +1000 renderer: added texture clear option commit 5d4f86b4cf1b1dcd3fb8e8c854ffa7f6fb8ca346 Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 12:42:12 2021 +1000 renderer: updated scopes for shared textures commit 6fad96358d189874cf45f7887b7e13cc2b1603c4 Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 11:42:05 2021 +1000 opengl: fixed edge case commit 1a19ffb53703ac6f30ed210f6d8eb5fc4b7b0f2d Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 10:56:13 2021 +1000 opengl: fix deinterlace shader commit 085961aa39cca90ebf51b919a78ef07a4882f0e1 Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 10:08:40 2021 +1000 opengl: downgrade to ES 2.0 With half-float/float/3D extensions, this should be doable commit ea1ab45cbcf5e017dfd0d8f28b231ff3255dfe92 Author: itsmattkc <itsmattkc@gmail.com> Date: Thu May 27 10:06:59 2021 +1000 renderer: fixed mutex deadlock commit ecc2f08b16f03421870c5b61625ecd26f2f96582 Author: itsmattkc <itsmattkc@gmail.com> Date: Wed May 26 21:28:13 2021 +1000 opengl: fixed shared contexts commit 261c689ea8089463155cf11b9ab15aa3f879f439 Merge: bfd4338a91c88b1cAuthor: itsmattkc <itsmattkc@gmail.com> Date: Wed May 26 19:52:00 2021 +1000 Merge branch 'master' into shared-contexts commit bfd4338aaa3b09b6fbb7717c637face8d5490721 Author: itsmattkc <itsmattkc@gmail.com> Date: Wed May 26 18:52:38 2021 +1000 viewer: remove debug line commit 45868d8a396181bf81c24b92a1ac5ce9ffed3426 Merge: 642f8e9dd0bd5e21Author: itsmattkc <itsmattkc@gmail.com> Date: Wed May 26 17:21:48 2021 +1000 Merge branch 'master' into shared-contexts commit 642f8e9df7d7d1a9ed4202d428f4d968ff668552 Merge: 861e5b894de0a727Author: itsmattkc <itsmattkc@gmail.com> Date: Wed May 26 17:01:38 2021 +1000 Merge branch 'master' of https://github.com/olive-editor/olive into shared-contexts commit 861e5b89a38c281897dc44b20e3587d39c4f808c Merge: 472598a7ef31c3fbAuthor: itsmattkc <itsmattkc@gmail.com> Date: Wed May 26 14:28:21 2021 +1000 Merge branch 'master' into shared-contexts commit 472598a740a095aa43a4aad5680dd5abcf453a4c Author: itsmattkc <itsmattkc@gmail.com> Date: Fri May 14 16:29:35 2021 +1000 attempt at sharing contexts
124 lines
3.1 KiB
GLSL
124 lines
3.1 KiB
GLSL
uniform sampler2D tex_in;
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uniform int method_in;
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uniform float radius_in;
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uniform bool horiz_in;
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uniform bool vert_in;
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uniform bool repeat_edge_pixels_in;
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uniform vec2 resolution_in;
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uniform int ove_iteration;
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varying vec2 ove_texcoord;
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// Gaussian function uses PI
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#define M_PI 3.1415926535897932384626433832795
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// Methods
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#define METHOD_BOX_BLUR 0
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#define METHOD_GAUSSIAN_BLUR 1
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// Mode
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#define MODE_NONE 0
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#define MODE_HORIZONTAL 1
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#define MODE_VERTICAL 2
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// Single gaussian formula (unused, mainly here for documentation/just in case)
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//float gaussian(float x, float sigma) {
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// return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
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//}
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// Double gaussian formula, actually used in the code below
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// Should be faster than the single gaussian above since it doesn't need sqrt()
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float gaussian2(float x, float y, float sigma) {
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return (1.0/((sigma*sigma)*2.0*M_PI))*exp(-0.5*(((x*x) + (y*y))/(sigma*sigma)));
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}
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int determine_mode() {
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if (radius_in == 0.0) {
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return MODE_NONE;
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}
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if (!horiz_in && !vert_in) {
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return MODE_NONE;
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}
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if (horiz_in && !vert_in) {
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return MODE_HORIZONTAL;
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}
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if (vert_in && !horiz_in) {
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return MODE_VERTICAL;
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}
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if (ove_iteration == 0) {
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return MODE_HORIZONTAL;
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}
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if (ove_iteration == 1) {
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return MODE_VERTICAL;
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}
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}
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void main(void) {
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int mode = determine_mode();
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if (mode == MODE_NONE) {
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gl_FragColor = texture2D(tex_in, ove_texcoord);
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return;
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}
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// We only sample on hard pixels, so we don't accept decimal radii
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float real_radius = ceil(radius_in);
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vec4 composite = vec4(0.0);
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float divider, sigma;
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if (method_in == METHOD_BOX_BLUR) {
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// Calculate the weight of each pixel based on the radius
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divider = 1.0 / real_radius;
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} else if (method_in == METHOD_GAUSSIAN_BLUR) {
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// Using (radius = 3 * sigma) because 3 standard deviations covers 97% of the blur according to this document:
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// http://chemaguerra.com/gaussian-filter-radius/
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sigma = real_radius;
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real_radius *= 3.0;
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// Use gaussian formula to calculate the weight of all pixels
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divider = 0.0;
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for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
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divider += gaussian2(i, 0.0, sigma);
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}
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}
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for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
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float weight;
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if (method_in == METHOD_BOX_BLUR) {
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weight = divider;
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} else if (method_in == METHOD_GAUSSIAN_BLUR) {
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weight = gaussian2(i, 0.0, sigma) / divider;
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}
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vec2 pixel_coord = ove_texcoord;
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if (mode == MODE_HORIZONTAL) {
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pixel_coord.x += i / resolution_in.x;
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} else if (mode == MODE_VERTICAL) {
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pixel_coord.y += i / resolution_in.y;
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}
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if (repeat_edge_pixels_in
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|| (pixel_coord.x >= 0.0
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&& pixel_coord.x < 1.0
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&& pixel_coord.y >= 0.0
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&& pixel_coord.y < 1.0)) {
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composite += texture2D(tex_in, pixel_coord) * weight;
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}
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}
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gl_FragColor = composite;
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}
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