Add support for BGGR10P debayering
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@@ -1,25 +1,48 @@
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#ifdef GL_ES
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precision mediump float;
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precision highp float;
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#endif
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uniform sampler2D texture;
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uniform mat3 color_matrix;
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#ifdef BITS_10
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uniform float row_length;
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#endif
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varying vec2 top_left_uv;
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varying vec2 top_right_uv;
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varying vec2 bottom_left_uv;
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varying vec2 bottom_right_uv;
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#ifdef BITS_10
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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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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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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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// Assume BGGR for now. Currently this just takes 3 of the four samples
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// for each pixel, there's room here to do some better debayering.
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