Reorganization, replacing CPU debayering entirely

This commit is contained in:
Benjamin Schaaf
2021-04-18 23:13:56 +10:00
parent 337526e9b9
commit 91817b167a
48 changed files with 571 additions and 1657 deletions

View File

@@ -1,37 +1,28 @@
precision highp float;
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D texture;
uniform sampler2D pixel_layout;
uniform mat3 color_matrix;
uniform vec2 pixel_size;
// varying vec2 uv1;
// varying vec2 uv2;
varying vec2 top_left_uv;
varying vec2 top_right_uv;
varying vec2 bottom_left_uv;
varying vec2 bottom_right_uv;
varying vec2 half_pixel_coord;
#define fetch(p) texture2D(texture, p).r
void main() {
vec4 pixels = vec4(
fetch(top_left_uv),
fetch(top_right_uv),
fetch(bottom_right_uv),
fetch(bottom_left_uv));
// 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);
vec2 arrangement = floor(half_pixel_coord);
vec2 is_bottom_left = step(1.0, arrangement);
// vec3 color = mix(
// mix(pixels.xyz, pixels.yzw, is_bottom_left.y),
// mix(pixels.wzy, pixels.zyx, is_bottom_left.y),
// is_bottom_left.x);
vec3 color = pixels.zyx;
// 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 = samples.wyx;
// Fast SRGB estimate. See https://mimosa-pudica.net/fast-gamma/
vec3 srgb_color = (vec3(1.138) * inversesqrt(color) - vec3(0.138)) * color;