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- #ifdef GL_ES
- precision mediump float;
- #endif
- uniform sampler2D texture;
- uniform mat3 color_matrix;
- varying vec2 top_left_uv;
- varying vec2 top_right_uv;
- varying vec2 bottom_left_uv;
- varying vec2 bottom_right_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, top_left_uv).r,
- texture2D(texture, top_right_uv).r,
- texture2D(texture, bottom_left_uv).r,
- texture2D(texture, bottom_right_uv).r);
- // Assume BGGR for now. Currently this just takes 3 of the four samples
- // for each pixel, there's room here to do some better debayering.
- vec3 color = vec3(samples.w, (samples.y + samples.z) / 2.0, samples.x);
- // Some crude blacklevel correction to make the preview a bit nicer, this should be an uniform
- vec3 corrected = color - 0.02;
- // Apply the color matrices
- //vec3 corrected = color_matrix * color2;
- // Fast SRGB estimate. See https://mimosa-pudica.net/fast-gamma/
- vec3 srgb_color = (vec3(1.138) * inversesqrt(corrected) - vec3(0.138)) * corrected;
- // Slow SRGB estimate
- // vec3 srgb_color = pow(color, vec3(1.0 / 2.2));
- gl_FragColor = vec4(srgb_color, 1);
- }
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