File: debayer.frag

package info (click to toggle)
megapixels 2.0.0-2
  • links: PTS, VCS
  • area: main
  • in suites: sid
  • size: 2,876 kB
  • sloc: ansic: 6,530; python: 442; xml: 367; sh: 116; makefile: 3
file content (41 lines) | stat: -rw-r--r-- 1,238 bytes parent folder | download | duplicates (2)
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);
}