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- // 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);
- }
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