# glshader

OpenGL fragment shader filter

## Examples

     gst-launch-1.0 videotestsrc ! glupload ! glshader fragment="\"`cat myshader.frag`\"" ! glimagesink

FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required. Depending on the exact OpenGL version chosen and the exact requirements of the OpenGL implementation, a `#version` header may be required.

The following is a simple OpenGL ES (also usable with OpenGL 3 core contexts) passthrough shader with the required inputs.

     #version 100
     #ifdef GL_ES
     precision mediump float;
     #endif
     varying vec2 v_texcoord;
     uniform sampler2D tex;
     uniform float time;
     uniform float width;
     uniform float height;

     void main () {
       gl_FragColor = texture2D( tex, v_texcoord );
     }

## Hierarchy

    GObject
        ╰──GInitiallyUnowned
            ╰──GstObject
                ╰──GstElement
                    ╰──GstBaseTransform
                        ╰──GstGLBaseFilter
                            ╰──GstGLFilter
                                ╰──glshader

## Factory details

Authors: –

Classification: – `Filter/Effect`

Rank – none

Plugin – opengl

Package – GStreamer Base Plug-ins

## Pad Templates

### `sink`

    video/x-raw(ANY):
             format: RGBA
              width: [ 1, 2147483647 ]
             height: [ 1, 2147483647 ]
          framerate: [ 0/1, 2147483647/1 ]
     texture-target: 2D

    video/x-raw(memory:GLMemory):
             format: RGBA
              width: [ 1, 2147483647 ]
             height: [ 1, 2147483647 ]
          framerate: [ 0/1, 2147483647/1 ]
     texture-target: 2D

Presence – always

Direction – sink

Object type – GstPad

### `src`

    video/x-raw(memory:GLMemory):
             format: RGBA
              width: [ 1, 2147483647 ]
             height: [ 1, 2147483647 ]
          framerate: [ 0/1, 2147483647/1 ]
     texture-target: 2D

    video/x-raw(ANY):
             format: RGBA
              width: [ 1, 2147483647 ]
             height: [ 1, 2147483647 ]
          framerate: [ 0/1, 2147483647/1 ]
     texture-target: 2D

Presence – always

Direction – src

Object type – GstPad

## Signals

### create-shader

    GstGLShader *
    create_shader_callback (GstElement * param_0,
                            gpointer udata)

    def create_shader_callback (param_0, udata):
        #python callback for the 'create-shader' signal

    function create_shader_callback(param_0: GstElement * param_0, udata: gpointer udata): {
        // javascript callback for the 'create-shader' signal
    }

Parameters:

`param_0` –
No description available
`udata` –
No description available
Returns (GstGLShader *) –
No description available

Flags: Run Last

## Properties

### fragment

    “fragment” gchararray

GLSL fragment source

Flags : Read / Write

Default value : NULL

### shader

    “shader” GstGLShader *

GstGLShader to use

Flags : Read / Write

### uniforms

    “uniforms” GstStructure *

GLSL Uniforms

Flags : Read / Write

### update-shader

    “update-shader” gboolean

Emit the 'create-shader' signal for the next frame

Flags : Read / Write

Default value : false

### vertex

    “vertex” gchararray

GLSL vertex source

Flags : Read / Write

Default value : NULL

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