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+/*
+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.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are
+met:
+
+ * Redistributions of source code must retain the above copyright
+ notice, this list of conditions and the following disclaimer.
+
+ * Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the following
+ disclaimer in the documentation and/or other materials provided
+ with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+//Vertex Shader
+
+
+/** (w,h,1/w,1/h) */
+uniform vec4 sourceSize;
+
+/** Pixel position of the first red pixel in the */
+/** Bayer pattern. [{0,1}, {0, 1}]*/
+uniform vec2 firstRed;
+
+/** .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 = gl_MultiTexCoord0.xy;
+ center.zw = gl_MultiTexCoord0.xy * sourceSize.xy + firstRed;
+
+ vec2 invSize = sourceSize.zw;
+ xCoord = center.x + vec4(-2.0 * invSize.x,
+ -invSize.x, invSize.x, 2.0 * invSize.x);
+ yCoord = center.y + vec4(-2.0 * invSize.y,
+ -invSize.y, invSize.y, 2.0 * invSize.y);
+
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}