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AHH1H5Hx UHHH5G„H UHHH5qHH[]A\A]AUIATUSHHHHH0Hhh%LLe> AH01H5NHpHm H0H5SHH[]A\A]ff.ATIUSHHHH@HhhkLHm H@1H5H@HH5VWfH@H5Y*4XH[]A\fDATIUSHHHH8HhhLHm H81H5&H8HH5fH8H5*0H`[]A\fDHH11@AWAVAUATIUHSHHdH%(H$1HXXHPHHLHD$D$ D$$D$(D$,MRH5fIH11H= 1HD$0H"HH 11H|$0HD$8H?H|$0LH|$01Ht$8H|$0HL$ HT$HjjHD$DPHt$XH|$PLL$HLD$DD$HH UhL411H|$0H!8vHHH1E1A,PHPPH= !H H1FH Hǃ`LHLL|$@lhL I'HE1LhA11LfYL^HILHxHpALH(HHHpH`Ht'Hǃ`ǃXHpHE1HHH HE1HH PHHE1HH HE1LHH HH$dH3 %(BH[]A\A]A^A_fH(LHHfH!8NHH E1APH PPH|$0D$(T$ |$hIHlT$ HH$H$H`IH<L$ t)B<H1LDHLHJI9uH|$0HH$H$HOHt$8H|$0Ht$8H|$01LLHKHH E11hA1LLIXZLsLHpTvLH)!8HH]E1APHPPLh11H|$0*Hӯ!8xHH/E1APH3PP+ff.fATUHSHpHtHDžpHxHtHDžxH0LPH(Ht>HDž(H;Ht &HH{PHt aHCPHL9uH![HHDžPHDž`DžX]H@A\fAWAVAUATUHSH8LHdH%(HD$(1H%!HD$8u*HL$(dH3 %(H8[]A\A]A^A_LHL HE11hA1LH IrA[IXLLH HCL9uLH\$LHLH(H1Ll$LMA1HD$0LH!HHD$LIE1LHHL1H0H^H!M1LA0HHD$RLIE1LHHL1H8HH2!M1LA0HHD$LI:E1LHHL1TH@H4H!M1LA0HHD$LIE1LHHL1HHHH@H5H@H5H5AH=H=HHD$Hp1IHtCH!8vHJSIPH=?!1AnH HdAYAZMtCHd!8v7ATAnIHH=!H jPH1_AXCHH HjnQH mQMIعHCH 1~H5H=H=HHD$Hp1IHtAH!8v|HBSIPH=7!1H AH\Y^MtBH^!8v6ATIAHH=!HPH \1XZ>HhH >HfQRH5H=H=HHD$Hp1IHtGHĩ!8H^SIPH=S!1AH HxA^A_MtDHx!8v8ATIAHH=!H ~PH1/A[A]VHhH5H==H=HHD$Hp1#IHtAH!8v|HSIPH=w!1H AHY^MtBH!8v6ATIAH,H=+!HPH 1UXZ~Hh;H5H=mH= HHD$Hp1SIHtCH!8vHSIPH=!1AH H@AYAZMtCḨ!8v7ATAIHZH=Y!H PH1_AXHhht_ATUHSHH8IHEH8ATL w1PA/1H uH'SH []A\HPHfAUATUSHHtbHỈH8HI$H8 SL 1PA1H At$HUJH H[]A\A]HPIiLǃXHPH[]A\A]DHͱ!HtH!SH=!uH![fDH=HHH޺jAHL H H=j!HXZtHH=A!H5![H^1H=H,!HHgstopenglGST_GL_XINITTHREADSglimagesinkglimagesinkelementgluploadgldownloadglcolorconvertglcolorbalanceglfilterbinglsinkbinglsrcbinglmixerbinglfiltercubeglcolorscaleglvideomixerglvideomixerelementglshaderglfilterappglviewconvertglstereosplitglstereomixgltestsrcgldeinterlaceglalphagloverlaycompositorglfilterglassglmosaicgldifferencematte1.16.1OpenGL pluginhttp://www.redhat.comgst-plugins-baseLGPL2019-09-23GStreamer-plugins-base packagegstglalpha.cUnknown errorerror: %sa_positiona_texcoordcbcrkgaccept_angle_tgaccept_angle_ctgone_over_kckfgy_scalenoise_level2sminsmaxsync to %u:%02u:%02u.%09upropertyGstGLAlphaMethodTarget Redtarget-rTarget Greentarget-gTarget Bluetarget-bAngleangleSize of noise radiusNoise Levelnoise-levelSensitivity to dark colorsBlack Sensitivityblack-sensitivitySensitivity to bright colorsWhite Sensitivitywhite-sensitivityFilter/Effect/VideoOpenGL Alpha Filtergst_gl_alpha_before_transformgst_gl_alpha_gl_startgst_gl_alpha_gl_stopgst_gl_alpha_filter_textureGstGLAlphaSet/adjust alpha channelChroma Key on pure greenChroma Key on pure bluecustomtarget yuv: %f, %f, %f, kgl: %f, cb: %f, cr: %f, accept_angle_tg: %f, accept_angle_ctg: %f, one_over_kc: %f, kgfy_scale: %f, kg: %f, noise level: %fvarying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; void main () { vec4 rgba = texture2D (tex, v_texcoord); rgba.a = alpha; gl_FragColor = rgba; } Failed to initialize alpha shadervarying vec2 v_texcoord; uniform sampler2D tex; uniform float cb; uniform float cr; uniform float kg; uniform float accept_angle_tg; uniform float accept_angle_ctg; uniform float one_over_kc; uniform float kfgy_scale; uniform float noise_level2; uniform float smin; uniform float smax; #define from_yuv_bt601_offset vec3(-0.0625, -0.5, -0.5) #define from_yuv_bt601_rcoeff vec3(1.1640625, 0.000, 1.787) #define from_yuv_bt601_gcoeff vec3(1.1640625,-0.213,-0.531) #define from_yuv_bt601_bcoeff vec3(1.1640625, 2.112, 0.000) #define from_rgb_bt601_offset vec3(0.0625, 0.5, 0.5) #define from_rgb_bt601_ycoeff vec3( 0.2578125, 0.50390625, 0.09765625) #define from_rgb_bt601_ucoeff vec3(-0.1484375,-0.28906250, 0.43750000) #define from_rgb_bt601_vcoeff vec3( 0.4375000,-0.36718750,-0.07031250) #define PI 3.14159265 vec3 yuv_to_rgb (vec3 val) { vec3 rgb; val += from_yuv_bt601_offset; rgb.r = dot(val, from_yuv_bt601_rcoeff); rgb.g = dot(val, from_yuv_bt601_gcoeff); rgb.b = dot(val, from_yuv_bt601_bcoeff); return rgb; } vec3 rgb_to_yuv (vec3 val) { vec3 yuv; yuv.r = dot(val.rgb, from_rgb_bt601_ycoeff); yuv.g = dot(val.rgb, from_rgb_bt601_ucoeff); yuv.b = dot(val.rgb, from_rgb_bt601_vcoeff); yuv += from_rgb_bt601_offset; return yuv; } vec4 chroma_keying_yuv (vec4 yuva) { float y, u, v; y = yuva.x; u = yuva.y-0.5; v = yuva.z-0.5; if (y < smin || y > smax) { return yuva; } vec4 new; float tmp, tmp1; float x = clamp ((u * cb + v * cr) * 2.0, -0.5, 0.5); float z = clamp ((v * cb - u * cr) * 2.0, -0.5, 0.5); if (abs(z) > min (0.5, x * accept_angle_tg * 0.0625)) { return yuva; } float x1 = min (0.5, abs(z * accept_angle_ctg * 0.0625)); float y1 = z; tmp1 = max (0.0, x-x1); float b_alpha = yuva.a * (1.0 - clamp (tmp1 * one_over_kc, 0.0, 1.0)); tmp = min (1.0, tmp1 * kfgy_scale * 0.0625); new.x = max (y-tmp, 0.0);//y < tmp ? 0.0 : y - tmp; new.y = clamp ((x1 * cb - y1 * cr) * 2.0, -0.5, 0.5)+0.5; new.z = clamp ((y1 * cb + x1 * cr) * 2.0, -0.5, 0.5)+0.5; new.a = z * z + (x - kg) * (x - kg) < noise_level2 ? 0.0 : b_alpha; return new; } void main () { vec4 yuva; vec4 rgba = texture2D (tex, v_texcoord); yuva.xyz = rgb_to_yuv (rgba.rgb); yuva.a = rgba.a; yuva = chroma_keying_yuv (yuva); rgba.rgb = yuv_to_rgb (yuva.xyz); rgba.a = yuva.a; gl_FragColor = rgba; } Failed to initialize chroma key shader%s:%d: invalid %s id %u for "%s" of type '%s' in '%s'How the alpha channels should be createdThe value for the alpha channelThe red color value for custom RGB chroma keyingThe green color value for custom RGB chroma keyingThe blue color value for custom RGB chroma keyingSize of the colorcube to changeAdds an alpha channel to video using OpenGL - uniform or chroma-keyingChroma Key on custom RGB valuespX@(pgst_gl_alpha_before_transform_create_shadergst_gl_alpha_update_propertiesI>>$>?C>C?>?==@CpAABB-DT! @f@.@p??o@?Uploads data into OpenGLFilter/VideoOpenGL uploadergstgluploadelement.cRetry uploading with new capsFailed to upload bufferchanging state: %s => %sGstGLUploadElementglupload Elementgluploadelementvideo/x-raw(ANY)Failed to upload with curren caps -- reconfiguring.gst_gl_upload_element_prepare_output_buffergst_gl_upload_element_change_stateDMABuf exportation didn't work and system memory is not supported.video/x-raw(memory:GLMemory); video/x-rawvideo/x-raw(memory:DMABuf); video/x-raw; video/x-raw(memory:GLMemory)Downloads data from OpenGLOpenGL downloaderGstGLDownloadDmabufInfocould not copy metadatagstgldownloadelement.cwarning: %smemory:DMABufmemory:GLMemorymemory:SystemMemorytexture-targetreturning caps %pAGstGLDownloadElementdownload elementgldownloadelementgst_gl_download_element_transform_capsgst_gl_download_element_prepare_output_bufferConverts between color spaces using OpenGL shadersFailed to convert video buffervideo/x-raw(memory:GLMemory), format = (string) { RGBA, RGB, RGBx, BGR, BGRx, BGRA, xRGB, xBGR, ARGB, ABGR, Y444, I420, YV12, Y42B, Y41B, NV12, NV21, YUY2, UYVY, AYUV, VUYA, GRAY8, GRAY16_LE, GRAY16_BE, RGB16, BGR16, ARGB64 }, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target = (string) { 2D, rectangle, external-oes } ; video/x-raw(memory:GLMemory,meta:GstVideoOverlayComposition), format = (string) { RGBA, RGB, RGBx, BGR, BGRx, BGRA, xRGB, xBGR, ARGB, ABGR, Y444, I420, YV12, Y42B, Y41B, NV12, NV21, YUY2, UYVY, AYUV, VUYA, GRAY8, GRAY16_LE, GRAY16_BE, RGB16, BGR16, ARGB64 }, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target = (string) { 2D, rectangle, external-oes }Filter/Converter/VideoOpenGL color convertergstglcolorconvertelement.cGstGLColorConvertElementglconvertelementgst_gl_color_convert_element_prepare_output_buffergst_gl_color_convert_element_change_stategstglfilterbin.csetting target src pad %pAsetting target sink pad %pAThe GL filter chain to useGL filter elementcreate-elementGL Filter BinGST_IS_ELEMENT (filter)Failed to retrieve elementGstGLFilterBinglfilterbin elementInfrastructure to process GL texturesFailed to link filter element into the pipelinegst_gl_filter_bin_change_state_connect_filter_elementgst_gl_filter_bin_set_filtergst_gl_filter_bin_initgstglsinkbin.ccontrastbrightnesshuesaturationForce aspect ratioforce-aspect-ratioThe GL sink chain to useGL sink elementSync on the clockSyncMax Latenessmax-latenessQosqosGo asynchronously to PAUSEDAsyncasyncTS Offsetts-offsetEnable Last Bufferenable-last-sampleLast SampleBlock sizeblocksizeRender Delayrender-delayThrottle timethrottle-timeMax Bitratemax-bitrateContrastBrightnessHueSaturationSink/VideoGL Sink BinGST_IS_ELEMENT (sink)GstGLSinkBinOpenGL Video Sink BinFailed to add/connect the necessary machineryWhen enabled, scaling will respect original aspect ratioMaximum number of nanoseconds that a buffer can be late before it is dropped (-1 unlimited)Generate Quality-of-Service events upstreamTimestamp offset in nanosecondsEnable the last-sample propertyThe last sample received in the sinkSize in bytes to pull per buffer (0 = default)Additional render delay of the sink in nanosecondsThe time to keep between rendered buffers (0 = disabled)The maximum bits per second to render (0 = disabled)Failed to link sink element into the pipelineFailed to set unmatched property %sgst_gl_sink_bin_change_state_connect_sink_elementgst_gl_sink_bin_set_sinkgst_gl_sink_bin_set_propertygst_gl_sink_bin_init@gstglsrcbin.cThe GL src chain to useGL src elementSrc/VideoGL Src BinGST_IS_ELEMENT (src)GstGLSrcBinOpenGL Video Src BinFailed to link src element into the pipelinegst_gl_src_bin_change_state_connect_src_elementgst_gl_src_bin_set_srcgst_gl_src_bin_initGstGLRotateMethodrotate methodrotate-methodHandle XEventshandle-eventsIgnore Alphaignore-alphaGet OpenGL contextPixel Aspect Ratiopixel-aspect-ratioShow preroll frameshow-preroll-frameOutput Multiview Modeoutput-multiview-modeOutput Multiview Flagsoutput-multiview-flagsoutput-multiview-downmix-modeclient-drawclient-reshapeGST_IS_GL_WINDOW (window)pointer_xpointer_ygstglimagesink.ctransform %fx%f into %fx%fFailed to link shader: %sPAR: %u/%u DAR:%u/%ukeeping video heightkeeping video widthscaling to %dx%dFailed to map video frame.A videosink based on OpenGLOpenGL video sinkgst_glimage_sink_querygst_glimage_sink_show_framerendering buffer:%pWindow redisplay failedpost redisplayQuit requestedEnsuring setupgot window %pAkey-eventmouse-eventAlready have a contextset caps with %pAevent %s at %g, %gevent %s key %s pressedOutput window was closedpreparing buffer:%pGL Window resized to %ux%u%s window resize to %ix%ireturning caps: %pAChanging method from %s to %shandling %s eventimage-orientationflip-rotate-0flip-rotate-90flip-rotate-180flip-rotate-270create new poolGstBufferPoolOptionGLSyncMetano caps specifiedinvalid caps specifiedfailed setting configGstGLImageSinkBinGstGLImageSinkOpenGL Video SinkGST_IS_GLIMAGE_SINK (overlay)set_xwindow_id %luGST_IS_GLIMAGE_SINK (gl_sink)%s element drawing texture %uredrawing texture:%uu_transformationGST_IS_GLIMAGE_SINK (object)finalizedIdentity (no rotation)noneRotate clockwise 90 degreesRotate 180 degreescounterclockwiseFlip horizontallyhorizontal-flipFlip verticallyvertical-flipupper-left-diagonalupper-right-diagonalautomaticWhen enabled, XEvents will be selected and handledWhen enabled, alpha will be ignored and converted to blackThe pixel aspect ratio of the deviceWhether to render video frames during prerollChoose output mode for multiview/3D videoOutput multiview layout modifier flagsOutput anaglyph type to generate when downmixing to monoMode for mono downmixed outputFailed to retreive fragment shader for texture targetapproximating while keeping video heightSet 3D output scale to %dx%d PAR %d/%dSending reconfigure event on sinkpad.Recreating output after mode/size changeJulien Isorce redisplay texture:%u of size:%ux%u, window size:%ux%uNo current context, creating one for %pAcreated context %pA from other context %pAwindow_id : %lu , new_window_id : %luSetting window handle on gl windowFailed to convert multiview video bufferGL output area now %u,%u %ux%uintersecting with filter caps %pAGstVideoOverlayCompositionMetasending alloc query with size %dx%dvideo/x-raw(memory:GLMemory), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target = (string) { 2D, external-oes } ; video/x-raw(memory:GLMemory,meta:GstVideoOverlayComposition), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target = (string) { 2D, external-oes } Rotate counter-clockwise 90 degreesFlip across upper left/lower right diagonalFlip across upper right/lower left diagonalSelect rotate method based on image-orientation tag0PPPpPPPP`OPffef f@f`fpfffehhggghh$h4h\hdggst_glimage_sink_set_propertygst_glimage_sink_get_propertygst_glimage_sink_finalizegst_glimage_sink_finalizegst_glimage_sink_change_stategst_glimage_sink_set_rotate_methodgst_glimage_sink_set_rotate_methodgst_glimage_sink_eventgst_glimage_sink_set_capsgst_glimage_sink_get_capsgst_glimage_sink_preparegst_glimage_sink_on_resizegst_glimage_sink_on_drawgst_glimage_sink_on_drawgst_glimage_sink_on_closegst_glimage_sink_key_event_cbgst_glimage_sink_mouse_event_cb_ensure_gl_setupgst_glimage_sink_propose_allocationgst_glimage_sink_show_framegst_glimage_sink_set_window_handlegst_glimage_sink_set_window_handleprepare_next_bufferconfigure_display_from_infoupdate_output_formatgst_glimage_sink_thread_init_redisplaygst_glimage_sink_redisplay_display_size_to_stream_sizegst_glimage_sink_navigation_send_event?????????????????????????????Background red colorBackground green colorBackground blue colorFovyfovyAspectaspectZnearznearZfarzfarOpenGL cube filters_texturexrot_degreeyrot_degreezrot_degreeu_matrix%s%sgstglfiltercube.cGstGLFilterCubeglfiltercube elementField of view angle in degreesField of view in the x directionSpecifies the distance from the viewer to the near clipping planeSpecifies the distance from the viewer to the far clipping planeMap input texture on the 6 cube facesvarying vec2 v_texcoord; uniform sampler2D s_texture; void main() { gl_FragColor = texture2D( s_texture, v_texcoord ); } attribute vec4 a_position; attribute vec2 a_texcoord; uniform mat4 u_matrix; uniform float xrot_degree, yrot_degree, zrot_degree; varying vec2 v_texcoord; void main() { float PI = 3.14159265; float xrot = xrot_degree*2.0*PI/360.0; float yrot = yrot_degree*2.0*PI/360.0; float zrot = zrot_degree*2.0*PI/360.0; mat4 matX = mat4 ( 1.0, 0.0, 0.0, 0.0, 0.0, cos(xrot), sin(xrot), 0.0, 0.0, -sin(xrot), cos(xrot), 0.0, 0.0, 0.0, 0.0, 1.0 ); mat4 matY = mat4 ( cos(yrot), 0.0, -sin(yrot), 0.0, 0.0, 1.0, 0.0, 0.0, sin(yrot), 0.0, cos(yrot), 0.0, 0.0, 0.0, 0.0, 1.0 ); mat4 matZ = mat4 ( cos(zrot), sin(zrot), 0.0, 0.0, -sin(zrot), cos(zrot), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ); gl_Position = u_matrix * matZ * matY * matX * a_position; v_texcoord = a_texcoord; } ```p`````H`bPapaaaaa0a   ????????????????????????????????????????????????????????????F@?Y@@@>L>>Filippo Argiolas Select which effect apply to GL video textureSwitch video texture left to right, useful with webcamsGL Shading Language effects - %sInvert colors to get dark edges on bright background when using sobel effectInvert the colors for sobel effectFailed to initialize %s shaderCould not match gstgleffects-%s descriptorBlur with 9x9 separable convolution EffectLaplacian Convolution Demo EffectGL Shading Language effectsGstreamer OpenGL Effectsgstgleffects.cGstGLEffectsEffectHorizontal SwaphswapGstGLEffectsgleffects elementgleffectsmirrorDo nothing EffectidentityGstGLEffectsGenericgleffects_%sCould not register %sMirror EffectSqueeze EffectsqueezeStretch EffectstretchLight Tunnel EffecttunnelFishEye EffectfisheyeTwirl EffecttwirlBulge EffectbulgeSquare EffectsquareHeat Signature EffectheatSepia Toning EffectsepiaLuma Cross Processing EffectlumaxproGlowing negative effectxrayAll Grey but Red EffectsinGlow Lighting EffectglowSobel edge detection Effectsobelblurlaplacian```a a@a`aaaaab b@b`bbb```gst_gl_effects_filters_descriptorsgst_gl_effects_set_effectgst_gl_effects_register_filtersgst_gl_effects_get_fragment_shaderپپؼؼ׻׺ֹոշԶӵӴҳѲбЯϯϮά̪ͬͫ˩˨ʦɥɥȤǣǢơŠşĞÝܛƿžžĽüû»~}|{zyxwvutsrqponmlljihgfedcba`__]\\ZYXWVUTSRQPONMMK~J}I|H|GzGzExDvCvBtAs@q@~p>}o>|o<{l5<2<0:.5,3*1*.&.&*"' %" "                     ! # & & ' ) * , - ." 0" 2#3&4&5'8(9):*<,=-A.A0B0C2D3H4H7K7K8L9M:P<Q=S>T?UA VB!XC!ZD#\F#^G#^J$`J&bK'bM'eM(fO)gP)iQ*kS,mT-mU-nV.oX/rY0sZ2u]2v]3w^3x`4za5{c7|c8~e8f9i:in?o?qArCsCuDvDwFxGzH{J|K~KLMOPQQSTUVXYYZ\]^`abceefgiikmnoqrsu¬vĭwůxƯzƱ{Dz|ȴ~ȵ˶̷ͷκϻϼоҿӿďŐƑǓȔɕɗ˗͙ΙϜННӠԡԢ֣ץإ٨۪ܫݬݭ߯              $$&(--025;;?CGL V !V "[ $a &l &l 'r (~ *~ , , . / 1 2 4 578:;=?@DDEIIKMNPRTVXZ\``bdfjjlnrr t w!y"|#~$$%&'(()*+,-./0}1z2w3t4p5m6j7f8c9`:\;YS?P@LAIBFCCE@F=G;I8I8M3P0S.V+Y)\'`%d#g"l ptt} }yvrnjfb_[WSOOKC@<881.+''!                     "##$%%&') * * + . . . / 1 2335677"9#9$:$<&<'='?)?*@+B-C.C1E"2F#3H$5H&6I'7I)7K+:M- 0.0) normcoord *= clamp (r, 0.0, 0.275) / r; texturecoord = normcoord + 0.5; gl_FragColor = texture2D (tex, texturecoord);}varying vec2 v_texcoord;uniform sampler2D tex;void main () { vec2 texturecoord = v_texcoord.xy; vec2 normcoord; normcoord = texturecoord - 0.5; float r = length (normcoord); normcoord *= 2.0 - smoothstep(0.0, 0.35, r); texturecoord = normcoord + 0.5; gl_FragColor = texture2D (tex, texturecoord);}varying vec2 v_texcoord;uniform sampler2D tex;void main () { vec2 texturecoord = v_texcoord.xy; vec2 normcoord = texturecoord - 0.5; float r = length (normcoord)+0.01; r = pow(r, 0.40)*1.3; normcoord = normcoord / r; texturecoord = (normcoord + 0.5); gl_FragColor = texture2D (tex, texturecoord);}varying vec2 v_texcoord;uniform sampler2D tex;void main () { vec2 texturecoord = v_texcoord.xy; float normcoord = texturecoord.x - 0.5; normcoord *= sign (normcoord); texturecoord.x = normcoord + 0.5; gl_FragColor = texture2D (tex, texturecoord);}uniform sampler2D tex;void main () { vec2 texturecoord = gl_TexCoord[0].xy; vec2 normcoord; normcoord = texturecoord - 0.5; normcoord.x *= sign (normcoord.x); texturecoord = normcoord + 0.5; vec4 color = texture2D (tex, texturecoord); gl_FragColor = color * gl_Color;}identity0effects/gstgleffectidentity.cFailed to initialize identity shader: %sgst_gl_effects_identityluma_to_curvergb_to_curvehconv7kernelgauss_widthvconv7gauss_heightdesaturatesobel_hconv3sobel_vconv3sobel_lengthmultiplyblend?luma_thresholdsumbeta A%I>hconv0vconv0@@desat0len0gstglbasemixer.cQUERY %pAGstGLBaseMixerGstGLBaseMixerPadopengl mixerglmixergst_gl_base_mixer_set_contextGL API's not compatible context: %s supported: %sgst_gl_base_mixer_change_stategst_gl_base_mixer_sink_query_get_gl_contextJulien Isorce Matthew Waters Colorspace converter and video scalerFailed to initialize shader: %sOpenGL color scalegst_gl_colorscale_gl_startgst_gl_colorscale_gl_stopgstglcolorscale.cGstGLColorscaleglcolorscale elementgst_gl_colorscale_gl_startHUESATURATIONBRIGHTNESSCONTRASTVideo balancegst_gl_color_balance_gl_startgst_gl_color_balance_gl_stoptexture2Dgstglcolorbalance.cChanging hue from %lf to %lfGstGLColorBalancevb != NULLGST_IS_GL_COLOR_BALANCE (vb)channel->label != NULLglcolorbalance != NULLAdjusts brightness, contrast, hue, saturation on a video streamgst_gl_color_balance_before_transformgst_gl_color_balance_filter_textureFailed to initialize colorbalance shaderChanging contrast from %lf to %lfChanging brightness from %lf to %lfChanging saturation from %lf to %lfGST_IS_GL_COLOR_BALANCE (glcolorbalance)video/x-raw(memory:GLMemory), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target = (string) { 2D, external-oes } ; video/x-raw(memory:GLMemory,meta:GstVideoOverlayComposition), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target = (string) { 2D, external-oes }gst_gl_color_balance_set_propertygst_gl_color_balance_before_transform_create_shadergst_gl_color_balance_colorbalance_list_channelsgst_gl_color_balance_colorbalance_set_valuegst_gl_color_balance_colorbalance_get_valueuniform float brightness; uniform float contrast; uniform float saturation; uniform float hue; varying vec2 v_texcoord; #define from_yuv_bt601_offset vec3(-0.0625, -0.5, -0.5) #define from_yuv_bt601_rcoeff vec3(1.164, 0.000, 1.596) #define from_yuv_bt601_gcoeff vec3(1.164,-0.391,-0.813) #define from_yuv_bt601_bcoeff vec3(1.164, 2.018, 0.000) #define from_rgb_bt601_offset vec3(0.0625, 0.5, 0.5) #define from_rgb_bt601_ycoeff vec3(0.256816, 0.504154, 0.0979137) #define from_rgb_bt601_ucoeff vec3(-0.148246, -0.29102, 0.439266) #define from_rgb_bt601_vcoeff vec3(0.439271, -0.367833, -0.071438) #define PI 3.14159265 vec3 yuv_to_rgb (vec3 val) { vec3 rgb; val += from_yuv_bt601_offset; rgb.r = dot(val, from_yuv_bt601_rcoeff); rgb.g = dot(val, from_yuv_bt601_gcoeff); rgb.b = dot(val, from_yuv_bt601_bcoeff); return rgb; } vec3 rgb_to_yuv (vec3 val) { vec3 yuv; yuv.r = dot(val.rgb, from_rgb_bt601_ycoeff); yuv.g = dot(val.rgb, from_rgb_bt601_ucoeff); yuv.b = dot(val.rgb, from_rgb_bt601_vcoeff); yuv += from_rgb_bt601_offset; return yuv; } float luma_to_narrow (float luma) { return (luma + 16.0 / 256.0) * 219.0 / 256.0;} float luma_to_full (float luma) { return (luma * 256.0 / 219.0) - 16.0 / 256.0;} void main () { vec3 yuv; float hue_cos = cos (PI * hue); float hue_sin = sin (PI * hue); vec4 rgba = %s (tex, v_texcoord); yuv = rgb_to_yuv (rgba.rgb); yuv.x = clamp (luma_to_narrow (luma_to_full(yuv.x) * contrast) + brightness, 0.0, 1.0); vec2 uv = yuv.yz; yuv.y = clamp (0.5 + (((uv.x - 0.5) * hue_cos + (uv.y - 0.5) * hue_sin) * saturation), 0.0, 1.0); yuv.z = clamp (0.5 + (((0.5 - uv.x) * hue_sin + (uv.y - 0.5) * hue_cos) * saturation), 0.0, 1.0); rgba.rgb = yuv_to_rgb (yuv); gl_FragColor = rgba; } uniform sampler2D tex; uniform samplerExternalOES tex; #extension GL_OES_EGL_image_external : require @@uniform sampler2D tex; uniform sampler2D tex_prev; uniform float max_comb; uniform float motion_threshold; uniform float motion_sense; uniform float width; uniform float height; varying vec2 v_texcoord; void main () { if (int(mod(v_texcoord.y * height, 2.0)) == 0) { gl_FragColor = vec4(texture2D(tex_prev, v_texcoord).rgb, 1.0); } else { vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1; vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1; texcoord_L1 = vec2(v_texcoord.x, v_texcoord.y - 1.0 / height); texcoord_L3 = vec2(v_texcoord.x, v_texcoord.y + 1.0 / height); L1 = texture2D(tex_prev, texcoord_L1).rgb; L3 = texture2D(tex_prev, texcoord_L3).rgb; if (v_texcoord.x == 1.0 && v_texcoord.y == 1.0) { L1_1 = L1; L3_1 = L3; } else { texcoord_L1_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y - 1.0 / height); texcoord_L3_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y + 1.0 / height); L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb; L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb; } if (int(ceil(v_texcoord.x + v_texcoord.y)) == 0) { L1_a1 = L1; L3_a1 = L3; } else { texcoord_L1_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y - 1.0 / height); texcoord_L3_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y + 1.0 / height); L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb; L3_a1 = texture2D(tex_prev, texcoord_L3_a1).rgb; } vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0; vec3 avg = (L1 + L3) / 2.0; vec3 avg_1 = (L1_1 + L3_1) / 2.0; vec3 avg_s = (avg_a1 + avg_1) / 2.0; vec3 avg_sc = (avg_s + avg) / 2.0; vec3 L2 = texture2D(tex, v_texcoord).rgb; vec3 LP2 = texture2D(tex_prev, v_texcoord).rgb; vec3 best; if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) { best.r = L2.r; } else { best.r = LP2.r; } if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) { best.g = L2.g; } else { best.g = LP2.g; } if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) { best.b = L2.b; } else { best.b = LP2.b; } vec3 last; last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0)); last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0)); last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0)); const vec3 luma = vec3 (0.299011, 0.586987, 0.114001); float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0); last = last * (1.0 - mov) + avg_sc * mov; gl_FragColor = vec4(last, 1.0); } } Julien Isorce Deinterlacing based on fragment shadersSelect which deinterlace method apply to GL video textureMotion Adaptive: Advanced Detectionuniform sampler2D tex; uniform float width; uniform float height; varying vec2 v_texcoord; void main() { vec2 topcoord, botcoord; vec4 cur_color, top_color, bot_color; topcoord.x = v_texcoord.x; botcoord.x = v_texcoord.x; if (v_texcoord.y == 0.0 || v_texcoord.y == 1.0) { topcoord.y = v_texcoord.y ; botcoord.y = v_texcoord.y ; } else { topcoord.y = v_texcoord.y - 1.0/height; botcoord.y = v_texcoord.y + 1.0/height; } cur_color = texture2D(tex, v_texcoord); top_color = texture2D(tex, topcoord); bot_color = texture2D(tex, botcoord); gl_FragColor = 0.5*cur_color + 0.25*top_color + 0.25*bot_color; }gstgldeinterlace.cvfirgreedhytex_prevmax_combmotion_thresholdmotion_senseinterlace-modeOpenGL deinterlacing filterGstGLDeinterlaceMethodDeinterlace MethodGstGLDeinterlacegldeinterlace elementBlur Verticalgreedyhgst_gl_deinterlace_set_methodgst_gl_deinterlace_get_fragment_shader<==GstGLShader to useShader objectGLSL vertex sourceVertex SourcevertexGLSL fragment sourceFragment SourcefragmentGLSL UniformsuniformsUpdate Shaderupdate-shadercreate-shaderFilter/EffectOpenGL fragment shader filtergstglfiltershader.cGstGLFilterShaderglshader elementEmit the 'create-shader' signal for the next framePerform operations with a GLSL shaderDon't know how to set the '%s' paramater. Unknown typeFailed to create shader vertex stageFailed to create shader fragment stage]x\\]H]H\_set_uniform_maybe_recompile_shadereAOpenGL application filtergstglfilterapp.cGstGLFilterAppglfilterapp elementUse client callbacks to define the sceneFailed to create the default shadergst_gl_filter_app_gl_startContext errorgstglmixer.cGstBufferPoolOptionVideoMetanot returning %pAtry accept caps of %pA%saccepted caps %pAFailed to map input frameGstGLMixerGstGLMixerPadOpenGL mixergst_gl_mixer_finalizeProcessing bufferssink_%ufbo used to render can't be created, do not run process_texturesvideo/x-raw(memory:GLMemory), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ]gst_gl_mixer_process_texturesgst_gl_mixer_pad_prepare_framegst_gl_mixer_pad_sink_acceptcapsgst_gl_mixer_pad_sink_getcapsgst_gl_mixer_sink_querygst_gl_mixer_decide_allocationgst_gl_mixer_propose_allocationgstglmixerbin.cfailed to create output chainmixer_padmixer_templopengl mixer bingst_gl_mixer_bin_disposeThe GL mixer chain to useGL mixer elementBuffer latencyStart Time Selectionstart-time-selectionStart Timestart-timeOpenGL video_mixer empty binBin/Filter/Effect/Video/MixerGstGLMixerBinGST_IS_ELEMENT (element)zerofirstself->priv->input_chains == NULLFailed to link mixer element into the pipelineAdditional latency in live mode to allow upstream to take longer to produce buffers for the current position (in nanoseconds)GstGLMixerBinStartTimeSelectionDecides which start time is outputStart time to use if start-time-selection=set!self->mixer || (self->mixer == mixer)Start at 0 running time (default)Start at first observed input running timeSet start time with start-time propertygst_gl_mixer_bin_finish_init_with_element_create_input_chaingst_gl_mixer_bin_request_new_padgst_gl_mixer_bin_change_state_connect_mixer_element_connect_mixer_elementgst_gl_mixer_bin_set_propertygst_gl_mixer_bin_initgstglstereomix.cChildren Count: %dChecking pad %pAGot buffer %pANo buffer on pad %pAHandling frame %dskipping texture, null frameFailed to generate outputfailed to generate outputInput pad %pA w %u h %uConverting caps %pAPossible output caps %pAConfigured output caps %pA''(NULL)release pad %s:%scould not create/add padGstGLStereoMixPadopengl stereoscopic mixerglstereomixergst_gl_stereo_mix_finalizeOpenGL stereo video combinergst_gl_stereo_mix_release_padGstGLStereoMixNot generating output - need more input buffersAppending memory %pA to intermediate bufferNot enough input views to processn == GST_VIDEO_INFO_N_PLANES (out_info) * viewsFailed to process frames to outputJan Schmidt gst_gl_stereo_mix_request_new_padvideo/x-raw(memory:GLMemory), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ],texture-target = (string) 2D; video/x-raw(meta:GstVideoGLTextureUploadMeta), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ]; video/x-raw, format = (string) { RGBA, RGB, RGBx, BGR, BGRx, BGRA, xRGB, xBGR, ARGB, ABGR, Y444, I420, YV12, Y42B, Y41B, NV12, NV21, YUY2, UYVY, AYUV, VUYA, GRAY8, GRAY16_LE, GRAY16_BE, RGB16, BGR16, ARGB64 }, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ]gst_gl_stereo_mix_request_new_padgst_gl_stereo_mix_release_pad_negotiated_capsget_converted_caps_update_capsgst_gl_stereo_mix_process_framesgst_gl_stereo_mix_process_framesgst_gl_stereo_mix_make_outputgst_gl_stereo_mix_create_output_buffergst_gl_stereo_mix_child_proxy_get_children_countleftrightgstglstereosplit.cSrc pad %pA caps %pAchaining buffer %pAFailed to 3d convert bufferCould not get output bufferCodec/Convertersink query %sReturning sink pad caps %pAGST_IS_PAD (pad)viewsseparatedGstGLStereoSplitglstereosplit elementCould not get submit input bufferJan Schmidt Matthew Waters Splits a stereoscopic stream into separate left/right streamsFailed to transform input caps %pAAttempting to set output caps %pAcaps != NULL && gst_caps_is_fixed (caps)Failed to set left output caps %pAFailed to set right output caps %pAFailed to set caps on converterpeer ALLOCATION query failed on both src padsstereosplit_chainstereosplit_sink_querystereosplit_do_bufferpoolgst_pad_set_capsensure_contextstereosplit_get_src_capsstereosplit_set_output_capsZ Order of the pictureZ-OrderzorderRepeat After EOSrepeat-after-eosX Position of the pictureX PositionxposY Position of the pictureY PositionyposWidth of the pictureWidthHeight of the pictureHeightAlpha of the pictureGstGLVideoMixerBlendEquationBlend Equation for RGBBlend Equation RGBblend-equation-rgbBlend Equation for AlphaBlend Equation Alphablend-equation-alphaGstGLVideoMixerBlendFunctionBlend Function for Source RGBBlend Function Source RGBblend-function-src-rgbBlend Function Source Alphablend-function-src-alphablend-function-dst-rgbblend-function-dst-alphaBlend Constant Color Redblend-constant-color-redBlend Constant Color Greenblend-constant-color-greenblend-constant-color-blueBlend Constant Color Alphablend-constant-color-alphaGstGLVideoMixerBackgroundBackground typebackgroundOpenGL video_mixer bingstglvideomixer.ccontext:%pHave no caps yetframeratecould not create/add padGstGLVideoMixerInputdirectionnameGstGLVideoMixerBinGstGLVideoMixerglvideomixer elementGstGLVideoMixerPadOpenGL video_mixerChecker patterncheckerblackwhitetransparentZeroOneOne Minus Source Colorone-minus-src-colorOne Minus Destination Colorone-minus-dst-colorOne Minus Source Alphaone-minus-src-alphaOne Minus Destination Alphaone-minus-dst-alphaconstant-colorOne Minus Constant Colorone-minus-contant-colorconstant-alphaOne Minus Constant Alphaone-minus-contant-alphaSource Alpha Saturatesrc-alpha-saturateAddaddReverse Subtractreverse-subtractAggregate the last frame on pads that are EOS till they are releasedBlend Function for Source AlphaBlend Function for Destination RGBBlend Function Destination RGBBlend Function for Destination AlphaBlend Function Destination AlphaBin/Filter/Effect/Video/CompositorMultiview support is not implemented yetuniform sampler2D texture; uniform float alpha; varying vec2 v_texcoord; void main() { vec4 rgba = texture2D(texture, v_texcoord); gl_FragColor = vec4(rgba.rgb, rgba.a * alpha); } Cannot calculate display aspect ratioscaling %ux%u by %u/%u (%u/%u / %u/%u)const float blocksize = 8.0; void main () { vec4 high = vec4(0.667, 0.667, 0.667, 1.0); vec4 low = vec4(0.333, 0.333, 0.333, 1.0); if (mod(gl_FragCoord.x, blocksize * 2.0) >= blocksize) { if (mod(gl_FragCoord.y, blocksize * 2.0) >= blocksize) gl_FragColor = low; else gl_FragColor = high; } else { if (mod(gl_FragCoord.y, blocksize * 2.0) < blocksize) gl_FragColor = low; else gl_FragColor = high; } } attribute vec4 a_position; void main() { gl_Position = a_position; } skipping texture:%u pad:%p width:%u height:%u alpha:%fseparated blend equations/functions requested however glBlendFuncSeparate or glBlendEquationSeparate not availableDestination RGB blend function cannot be 'SRC_ALPHA_SATURATE'Destination alpha blend function cannot be 'SRC_ALPHA_SATURATE'skipping due to incorrect blend parametersprocessing texture:%u dimensions:%ux%u, at %f,%f %fx%f with alpha:%fFilter/Effect/Video/CompositorTransparent Background to enable further compositing@`pЮ 0H0 @Xpа gst_gl_video_mixer_request_new_padgst_gl_video_mixer_reset_blend_function_to_gl_blend_equation_to_gl_set_blend_stategst_gl_video_mixer_callback_update_caps_mixer_pad_get_output_sizegst_gl_video_mixer_child_proxy_get_children_countConvert stereoscopic/multiview video formatsOpenGL Multiview/3D conversion filterOverride any input information about multiview layoutOverride any input information about multiview layout flagsInput Multiview Flags OverrideOverride automatic output mode selection for multiview layoutOutput Multiview Mode OverrideOverride automatic negotiation for output multiview layout flagsOutput Multiview Flags Overridedir %s transforming caps: %pAfailed to perform view conversion on input bufferInput Multiview Mode Overrideinput-mode-overrideinput-flags-overrideoutput-mode-overrideoutput-flags-overridegstglviewconvert.cincaps %pA outcaps %pARGBAformatGstGLViewConvertElementglview_convert elementglview_convertelementgst_gl_view_convert_element_set_capsgst_gl_view_convert_element_transform_internal_capsgst_gl_view_convert_element_generate_output_buffersrc->base.contextsrc->shaderaspect_ratiochecker_widtha_coloruniform float time; varying vec2 fractal_position; const vec4 K = vec4(1.0, 0.66, 0.33, 3.0); vec4 hsv_to_rgb(float hue, float saturation, float value) { vec4 p = abs(fract(vec4(hue) + K) * 6.0 - K.wwww); return value * mix(K.xxxx, clamp(p - K.xxxx, 0.0, 1.0), saturation); } vec4 i_to_rgb(int i) { float hue = float(i) / 100.0 + sin(time); return hsv_to_rgb(hue, 0.5, 0.8); } vec2 pow_2_complex(vec2 c) { return vec2(c.x*c.x - c.y*c.y, 2.0 * c.x * c.y); } vec2 mandelbrot(vec2 c, vec2 c0) { return pow_2_complex(c) + c0; } vec4 iterate_pixel(vec2 position) { vec2 c = vec2(0); for (int i=0; i < 20; i++) { if (c.x*c.x + c.y*c.y > 2.0*2.0) return i_to_rgb(i); c = mandelbrot(c, position); } return vec4(0, 0, 0, 1); } void main() { gl_FragColor = iterate_pixel(fractal_position); }attribute vec4 position; uniform float aspect_ratio; varying vec2 fractal_position; void main() { gl_Position = position; fractal_position = vec2(position.y * 0.5 - 0.3, aspect_ratio * position.x * 0.5); fractal_position *= 2.5; }uniform float aspect_ratio; varying vec2 uv; #define PI 3.14159265 void main() { float dist = 0.5 * sqrt(uv.x * uv.x + uv.y / aspect_ratio * uv.y / aspect_ratio); float seg = floor(dist * 16.0); if (seg <= 0.0 || seg >= 8.0) { gl_FragColor = vec4(vec3(0.0), 1.0); } else { float d = floor (256.0 * dist * 200.0 * pow (2.0, - (seg - 1.0) / 4.0) + 0.5) / 128.0; gl_FragColor = vec4 (vec3(sin (d * PI) * 0.5 + 0.5), 1.0); } }attribute vec4 position; varying vec2 uv; void main() { gl_Position = position; uv = position.xy; }uniform float checker_width; uniform float width; uniform float height; varying vec2 uv; void main() { vec2 xy_mod = floor (0.5 * uv * vec2(width, height) / (checker_width)); float result = mod (xy_mod.x + xy_mod.y, 2.0); gl_FragColor.r = step (result, 0.5); gl_FragColor.g = 1.0 - gl_FragColor.r; gl_FragColor.ba = vec2(0.0, 1.0); }attribute vec4 position; varying vec2 uv; void main() { gl_Position = position; uv = position.xy - 1.0; }uniform float time; varying vec2 out_uv; float rand(vec2 co){ return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); } void main() { gl_FragColor = vec4(rand(time * out_uv)); }attribute vec4 position; varying vec2 out_uv; void main() { gl_Position = position; out_uv = position.xy; }varying vec4 color; void main() { gl_FragColor = color; }attribute vec4 position; attribute vec4 a_color; varying vec4 color; void main() { gl_Position = position; color = a_color; }_src_smpte_init_src_snow_init_src_snow_fill_bound_fbo_src_checkers_init_src_circular_init_src_mandelbrot_init_src_shader_fill_bound_fbo_src_mandelbrot_fill_bound_fbo???????????????????????===(knN=>format wasn't negotiated before get functionCould not find an implementation of the requested patternGstBufferPoolOptionVideoGLTextureUploadMetaType of test pattern to generateAn offset added to timestamps set on buffers (in ns)Whether to act as a live sourceDavid A. Schleef video/x-raw(memory:GLMemory), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ],texture-target = (string) 2Dgst-plugins-base-1.0failed to draw patternA GL error occurredgstgltestsrc.ceos: 0 framerate, frame %dFailed to initialize patternfixateVideo Test SourceGstGLTestSrcPatternTimestamp offsettimestamp-offsetIs Liveis-liveCreates a test video streamSource/VideoVideo test sourcesetcapswrong capssrc->running_time <= timeGstGLTestSrcSMPTE 100% color barssmpteRandom (television snow)snow100% Black100% WhiteCheckers 1pxcheckers-1Checkers 2pxcheckers-2Checkers 4pxcheckers-4Checkers 8pxcheckers-8CircularcircularBlinkblinkMandelbrot Fractalmandelbrotgst_gl_test_src_change_stategst_gl_test_src_setcapsgst_gl_test_src_do_seekgst_gl_test_src_fixategst_gl_test_src_decide_allocationgst_gl_test_src_callbackgst_gl_test_src_fillOpenGL overlaying filteryinvertdrawing overlaysGstGLOverlayCompositorElementgloverlaycompositor elementgloverlaycompositorelementFlatten a stream containing GstVideoOverlayCompositionMetaFailed to compile identity shadergstgloverlaycompositorelement.cmeta:GstVideoOverlayCompositionmeta modifications returned caps %pApassthrough detected, forwarding input bufferAdding overlay composition meta with size %ux%uvideo/x-raw(memory:GLMemory,meta:GstVideoOverlayComposition), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target=(string) { 2D, rectangle } ; video/x-raw(memory:GLMemory), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target=(string) { 2D, rectangle } ; video/x-raw(ANY), format = (string) RGBA, width = (int) [ 1, max ], height = (int) [ 1, max ], framerate = (fraction) [ 0, max ], texture-target=(string) { 2D, rectangle } gst_gl_overlay_compositor_element_propose_allocation_oce_prepare_output_buffergst_gl_overlay_compositor_element_callback_oce_transform_internal_capsgst_gl_overlay_compositor_element_gl_startgstglutils.cshader != NULLmeta != NULLfrag_src != NULL || vert_src != NULLgst_gl_set_affine_transformation_meta_from_ndc_ext_compile_shadergst_gl_context_gen_shader@@@????????????gstglmosaic.cgst_gl_mosaic_request_new_padgst_gl_mosaic_release_padOpenGL mosaica_texCoordGstGLMosaicglmosaic elementskipping texture:%u pad:%p width:%u height %uprocessing texture:%u dimensions:%ux%uuniform sampler2D s_texture; varying vec2 v_texCoord; void main() { gl_FragColor = texture2D( s_texture, v_texCoord ); } uniform mat4 u_matrix; uniform float xrot_degree, yrot_degree, zrot_degree; attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; void main() { float PI = 3.14159265; float xrot = xrot_degree*2.0*PI/360.0; float yrot = yrot_degree*2.0*PI/360.0; float zrot = zrot_degree*2.0*PI/360.0; mat4 matX = mat4 ( 1.0, 0.0, 0.0, 0.0, 0.0, cos(xrot), sin(xrot), 0.0, 0.0, -sin(xrot), cos(xrot), 0.0, 0.0, 0.0, 0.0, 1.0 ); mat4 matY = mat4 ( cos(yrot), 0.0, -sin(yrot), 0.0, 0.0, 1.0, 0.0, 0.0, sin(yrot), 0.0, cos(yrot), 0.0, 0.0, 0.0, 0.0, 1.0 ); mat4 matZ = mat4 ( cos(zrot), sin(zrot), 0.0, 0.0, -sin(zrot), cos(zrot), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ); gl_Position = u_matrix * matZ * matY * matX * a_position; v_texCoord = a_texCoord; } ????????????????????????????????????????????????????????????gst_gl_mosaic_request_new_padgst_gl_mosaic_release_padgst_gl_mosaic_callbackgst_gl_mosaic_child_proxy_get_children_count?L?uniform sampler2D tex; varying float alpha; void main () { float p = 0.0525; float L1 = p*1.0; float L2 = 1.0 - L1; float L3 = 1.0 - L1; float w = 1.0; float r = L1; if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1) r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) ); else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1) r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) ); else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3) r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) ); else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3) r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) ); if (r > L1) w = 0.0; vec4 color = texture2D (tex, gl_TexCoord[0].st); gl_FragColor = vec4(color.rgb, alpha * w); } uniform float yrot; uniform float aspect; const float fovy = 80.0; const float znear = 1.0; const float zfar = 5000.0; varying float alpha; void main () { float f = 1.0/(tan(radians(fovy/2.0))); float rot = radians (yrot); // replacement for gluPerspective mat4 perspective = mat4 ( f/aspect, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, (znear+zfar)/(znear-zfar), 2.0*znear*zfar/(znear-zfar), 0.0, 0.0, -1.0, 0.0 ); mat4 trans = mat4 ( 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, -3.0, 0.0, 0.0, 0.0, 1.0 ); mat4 rotation = mat4 ( cos(rot), 0.0, sin(rot), 0.0, 0.0, 1.0, 0.0, 0.0, -sin(rot), 0.0, cos(rot), 0.0, 0.0, 0.0, 0.0, 1.0 ); gl_Position = trans * perspective * rotation * gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; alpha = gl_Color.a; } void main () { gl_FragColor = gl_Color; } void main () { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_FrontColor = gl_Color; } Glass FilterOpenGL glass filtergstglfilterglass.cyrotescapeGstGLFilterGlassglfilterglass elementgst_gl_filter_glass_callback̿?O2ABackground image locationcurrentsaved%s rbgstgldifferencematte.cfile not foundunable to load %s: %s1.6.34color type is not rgbGstGLDifferenceMattegldifferencematte elementSaves a background frame and replace it with a pixbufGstreamer OpenGL DifferenceMattefailed to initialize the png_structfailed to initialize the memory for image informationFailed to compile difference shaderFailed to compile convolution shaderFailed to compile interpolation shadergst_gl_differencematte_gl_startgst_gl_differencematte_loaderA;H d<<T< h , X| 4 4\P||,,T\,P   !L!!!4"p"L#,(h<))*|+L+`+t+, --|--<.` /0<0d133<585t6|7|8( 9l99,:<:|:: ;8<;T;;,<|<<`<=|=? 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