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authorLaurent Pinchart <laurent.pinchart@ideasonboard.com>2022-10-20 00:44:55 +0300
committerLaurent Pinchart <laurent.pinchart@ideasonboard.com>2022-10-20 13:36:25 +0300
commit84ad104499d9efc0253dae1a60ee070ed375ad95 (patch)
treed10fd53eb79cebb28fa3f72b18b46dddb6382b83 /src/apps/qcam/assets/shader/bayer_8.vert
parentdaf3f4b59f4ea0ecb42c6a39fe909f071d3a2842 (diff)
Move test applications to src/apps/
The cam and qcam test application share code, currently through a crude hack that references the cam source files directly from the qcam meson.build file. To prepare for the introduction of hosting that code in a static library, move all applications to src/apps/. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Paul Elder <paul.elder@ideasonboard.com> Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
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+/* SPDX-License-Identifier: BSD-2-Clause */
+/*
+From http://jgt.akpeters.com/papers/McGuire08/
+
+Efficient, High-Quality Bayer Demosaic Filtering on GPUs
+
+Morgan McGuire
+
+This paper appears in issue Volume 13, Number 4.
+---------------------------------------------------------
+Copyright (c) 2008, Morgan McGuire. All rights reserved.
+
+Modified by Linaro Ltd to integrate it into libcamera.
+Copyright (C) 2021, Linaro
+*/
+
+//Vertex Shader
+
+attribute vec4 vertexIn;
+attribute vec2 textureIn;
+
+uniform vec2 tex_size; /* The texture size in pixels */
+uniform vec2 tex_step;
+
+/** Pixel position of the first red pixel in the */
+/** Bayer pattern. [{0,1}, {0, 1}]*/
+uniform vec2 tex_bayer_first_red;
+
+/** .xy = Pixel being sampled in the fragment shader on the range [0, 1]
+ .zw = ...on the range [0, sourceSize], offset by firstRed */
+varying vec4 center;
+
+/** center.x + (-2/w, -1/w, 1/w, 2/w); These are the x-positions */
+/** of the adjacent pixels.*/
+varying vec4 xCoord;
+
+/** center.y + (-2/h, -1/h, 1/h, 2/h); These are the y-positions */
+/** of the adjacent pixels.*/
+varying vec4 yCoord;
+
+void main(void) {
+ center.xy = textureIn;
+ center.zw = textureIn * tex_size + tex_bayer_first_red;
+
+ xCoord = center.x + vec4(-2.0 * tex_step.x,
+ -tex_step.x, tex_step.x, 2.0 * tex_step.x);
+ yCoord = center.y + vec4(-2.0 * tex_step.y,
+ -tex_step.y, tex_step.y, 2.0 * tex_step.y);
+
+ gl_Position = vertexIn;
+}