// This file should work with 10bit raw bayer packed formats. It is unlikely to work with 12bit or 14bit formats without a few changes. #ifdef GL_ES precision highp float; #endif uniform sampler2D texture; uniform mat3 color_matrix; uniform float inv_gamma; uniform float blacklevel; uniform float row_length; uniform float padding_ratio; varying vec2 top_left_uv; varying vec2 top_right_uv; varying vec2 bottom_left_uv; varying vec2 bottom_right_uv; vec2 skip_5th_pixel(vec2 uv) { vec2 new_uv = uv; new_uv.x *= 0.8; new_uv.x += floor(uv.x * row_length / 5.0) / row_length; // Crop out padding new_uv.x *= padding_ratio; return new_uv; } void main() { // Note the coordinates for texture samples need to be a varying, as the // Mali-400 has this as a fast path allowing 32-bit floats. Otherwise // they end up as 16-bit floats and that's not accurate enough. vec4 samples = vec4(texture2D(texture, skip_5th_pixel(top_left_uv)).r, texture2D(texture, skip_5th_pixel(top_right_uv)).r, texture2D(texture, skip_5th_pixel(bottom_left_uv)).r, texture2D(texture, skip_5th_pixel(bottom_right_uv)).r); #if defined(CFA_BGGR) vec3 color = vec3(samples.w, (samples.y + samples.z) / 2.0, samples.x); #elif defined(CFA_GBRG) vec3 color = vec3(samples.z, (samples.x + samples.w) / 2.0, samples.y); #elif defined(CFA_GRBG) vec3 color = vec3(samples.y, (samples.x + samples.w) / 2.0, samples.z); #else vec3 color = vec3(samples.x, (samples.y + samples.z) / 2.0, samples.w); #endif color -= blacklevel; color *= color_matrix; vec3 gamma_color = pow(color, vec3(inv_gamma)); gl_FragColor = vec4(gamma_color, 1); }