Split debayer fragment between packed and unpacked, fixing preview for unpacked 10bit bayer formats

This commit is contained in:
Kristian Vos
2024-06-29 22:24:17 +02:00
committed by Martijn Braam
parent db188f2db7
commit 32f168b6d8
4 changed files with 103 additions and 34 deletions

View File

@@ -6,49 +6,22 @@ uniform sampler2D texture;
uniform mat3 color_matrix;
uniform float inv_gamma;
uniform float blacklevel;
#ifdef BITS_10
uniform float row_length;
uniform float padding_ratio;
#endif
varying vec2 top_left_uv;
varying vec2 top_right_uv;
varying vec2 bottom_left_uv;
varying vec2 bottom_right_uv;
#ifdef BITS_10
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;
}
#endif
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.
#ifdef BITS_10
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);
#else
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);
#endif
#if defined(CFA_BGGR)
vec3 color = vec3(samples.w, (samples.y + samples.z) / 2.0, samples.x);