Files
Megapixels/data/debayer.frag
2023-07-27 00:54:33 +02:00

70 lines
2.0 KiB
GLSL

#ifdef GL_ES
precision highp float;
#endif
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);
#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 *= 1.0-(1.0/blacklevel);
color *= color_matrix;
vec3 gamma_color = pow(color, vec3(inv_gamma));
gl_FragColor = vec4(gamma_color, 1);
}