/usr/lib/python2.7/dist-packages/libavg/shaders/chromakey.frag is in python-libavg 1.8.1-3+b1.
This file is owned by root:root, with mode 0o644.
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// libavg - Media Playback Engine.
// Copyright (C) 2003-2011 Ulrich von Zadow
//
// This library 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 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser 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
//
// Current versions can be found at www.libavg.de
//
uniform sampler2D u_Texture;
uniform float u_HKey;
uniform float u_HTolerance;
uniform float u_HSoftTolerance;
uniform float u_SKey;
uniform float u_STolerance;
uniform float u_SSoftTolerance;
uniform float u_LKey;
uniform float u_LTolerance;
uniform float u_LSoftTolerance;
uniform float u_SpillThreshold;
uniform bool u_bIsLast;
#include "helper.frag"
#ifndef FRAGMENT_ONLY
varying vec2 v_TexCoord;
varying vec4 v_Color;
#endif
vec4 alphaMin(vec4 v1, vec4 v2)
{
if (v1.a < v2.a) {
return v1;
} else {
return v2;
}
}
vec4 alphaMax(vec4 v1, vec4 v2)
{
if (v1.a < v2.a) {
return v2;
} else {
return v1;
}
}
#define s2(a, b) temp = a; a = alphaMin(a, b); b = alphaMax(temp, b);
#define mn3(a, b, c) s2(a, b); s2(a, c);
#define mx3(a, b, c) s2(b, c); s2(a, c);
#define mnmx3(a, b, c) mx3(a, b, c); s2(a, b);
#define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d);
// Based on McGuire, A fast, small-radius GPU median filter, in ShaderX6,
// February 2008. http://graphics.cs.williams.edu/papers/MedianShaderX6/
vec4 getMedian(vec2 texCoord)
{
vec4 v[5];
float dx = dFdx(texCoord.x);
float dy = dFdy(texCoord.y);
v[0] = texture2D(u_Texture, texCoord);
v[1] = texture2D(u_Texture, texCoord+vec2(0,-dy));
v[2] = texture2D(u_Texture, texCoord+vec2(0,dy));
v[3] = texture2D(u_Texture, texCoord+vec2(-dx,0));
v[4] = texture2D(u_Texture, texCoord+vec2(dx,0));
for (int i = 0; i < 5; ++i) {
v[i].a = 0.2989 * v[i].r + 0.5870 * v[i].g + 0.1140 * v[i].b;
}
vec4 temp;
mnmx4(v[0], v[1], v[2], v[3]);
mnmx3(v[1], v[2], v[4]);
return v[2];
}
void main(void)
{
vec4 tex = getMedian(v_TexCoord);
float h;
float s;
float l;
float alpha;
rgb2hsl(tex, h, s, l);
float hDiff = abs(h-u_HKey);
float sDiff = abs(s-u_SKey);
float lDiff = abs(l-u_LKey);
if (hDiff < u_HSoftTolerance && sDiff < u_SSoftTolerance
&& lDiff < u_LSoftTolerance)
{
alpha = 0.0;
if (hDiff > u_HTolerance) {
alpha = (hDiff-u_HTolerance)/(u_HSoftTolerance-u_HTolerance);
}
if (sDiff > u_STolerance) {
alpha = max(alpha,
(sDiff-u_STolerance)/(u_SSoftTolerance-u_STolerance));
}
if (lDiff > u_LTolerance) {
alpha = max(alpha,
(lDiff-u_LTolerance)/(u_LSoftTolerance-u_LTolerance));
}
} else {
alpha = 1.0;
}
tex = texture2D(u_Texture, v_TexCoord);
if (alpha > 0.0 && hDiff < u_SpillThreshold) {
rgb2hsl(tex, h, s, l);
if (u_SpillThreshold > u_HTolerance) {
float factor = max(0.0, 1.0-(u_SpillThreshold-hDiff)
/(u_SpillThreshold-u_HTolerance));
s = s*factor;
}
tex.rgb = hsl2rgb(h, s, l);
}
if (u_bIsLast) {
gl_FragColor = vec4(tex.rgb*alpha, alpha);
} else {
gl_FragColor = vec4(tex.rgb, alpha);
}
}
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