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- #ifdef GL_ES
- precision highp float;
- #endif
- uniform sampler2D texture;
- uniform mat3 color_matrix;
- uniform float inv_gamma;
- uniform float blacklevel;
- 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);
- #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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