1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41
|
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D texture;
uniform mat3 color_matrix;
uniform float inv_gamma;
uniform float blacklevel;
varying vec2 top_left_uv;
varying vec2 top_right_uv;
varying vec2 bottom_left_uv;
varying vec2 bottom_right_uv;
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.
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);
#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 *= color_matrix;
vec3 gamma_color = pow(color, vec3(inv_gamma));
gl_FragColor = vec4(gamma_color, 1);
}
|