Support rendering YUV formatted frames
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@@ -20,49 +20,49 @@ varying vec2 bottom_right_uv;
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vec2
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skip_5th_pixel(vec2 uv)
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{
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vec2 new_uv = uv;
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vec2 new_uv = uv;
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new_uv.x *= 0.8;
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new_uv.x += floor(uv.x * row_length / 5.0) / row_length;
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new_uv.x *= 0.8;
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new_uv.x += floor(uv.x * row_length / 5.0) / row_length;
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// Crop out padding
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new_uv.x *= padding_ratio;
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// Crop out padding
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new_uv.x *= padding_ratio;
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return new_uv;
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return new_uv;
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}
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#endif
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void
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main()
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{
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// Note the coordinates for texture samples need to be a varying, as the
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// Mali-400 has this as a fast path allowing 32-bit floats. Otherwise
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// they end up as 16-bit floats and that's not accurate enough.
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#ifdef BITS_10
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vec4 samples = vec4(texture2D(texture, skip_5th_pixel(top_left_uv)).r,
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texture2D(texture, skip_5th_pixel(top_right_uv)).r,
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texture2D(texture, skip_5th_pixel(bottom_left_uv)).r,
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texture2D(texture, skip_5th_pixel(bottom_right_uv)).r);
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#else
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vec4 samples = vec4(texture2D(texture, top_left_uv).r,
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texture2D(texture, top_right_uv).r,
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texture2D(texture, bottom_left_uv).r,
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texture2D(texture, bottom_right_uv).r);
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#endif
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// Note the coordinates for texture samples need to be a varying, as the
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// Mali-400 has this as a fast path allowing 32-bit floats. Otherwise
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// they end up as 16-bit floats and that's not accurate enough.
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#ifdef BITS_10
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vec4 samples = vec4(texture2D(texture, skip_5th_pixel(top_left_uv)).r,
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texture2D(texture, skip_5th_pixel(top_right_uv)).r,
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texture2D(texture, skip_5th_pixel(bottom_left_uv)).r,
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texture2D(texture, skip_5th_pixel(bottom_right_uv)).r);
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#else
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vec4 samples = vec4(texture2D(texture, top_left_uv).r,
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texture2D(texture, top_right_uv).r,
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texture2D(texture, bottom_left_uv).r,
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texture2D(texture, bottom_right_uv).r);
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#endif
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#if defined(CFA_BGGR)
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vec3 color = vec3(samples.w, (samples.y + samples.z) / 2.0, samples.x);
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#elif defined(CFA_GBRG)
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vec3 color = vec3(samples.z, (samples.x + samples.w) / 2.0, samples.y);
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#elif defined(CFA_GRBG)
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vec3 color = vec3(samples.y, (samples.x + samples.w) / 2.0, samples.z);
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#else
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vec3 color = vec3(samples.x, (samples.y + samples.z) / 2.0, samples.w);
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#endif
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#if defined(CFA_BGGR)
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vec3 color = vec3(samples.w, (samples.y + samples.z) / 2.0, samples.x);
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#elif defined(CFA_GBRG)
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vec3 color = vec3(samples.z, (samples.x + samples.w) / 2.0, samples.y);
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#elif defined(CFA_GRBG)
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vec3 color = vec3(samples.y, (samples.x + samples.w) / 2.0, samples.z);
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#else
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vec3 color = vec3(samples.x, (samples.y + samples.z) / 2.0, samples.w);
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#endif
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color -= blacklevel;
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color *= color_matrix;
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color -= blacklevel;
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color *= color_matrix;
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vec3 gamma_color = pow(color, vec3(inv_gamma));
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gl_FragColor = vec4(gamma_color, 1);
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vec3 gamma_color = pow(color, vec3(inv_gamma));
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gl_FragColor = vec4(gamma_color, 1);
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}
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