diff options
author | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-08-28 03:40:25 +0300 |
---|---|---|
committer | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-09-01 22:41:01 +0300 |
commit | 251f0534b74bcb46c777aa0df34b1b4142b664f5 (patch) | |
tree | 09da0bd567c7aa01ceb95f24d0a54446faf07a9a /src/qcam/assets/shader/YUV_3_planes.frag | |
parent | ee4681b7e8899c50b6d960d3b0b52ffd09c19a22 (diff) |
qcam: viewfinder_gl: Take color space into account for YUV rendering
Update the YUV shaders and the viewfinder_gl to correctly take the
Y'CbCr encoding and the quantization range into account when rendering
YUV formats to RGB. Support for the primaries and transfer function will
be added in a subsequent step.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Umang Jain <umang.jain@ideasonboard.com>
Reviewed-by: Kunal Agarwal <kunalagarwal1072002@gmail.com>
Diffstat (limited to 'src/qcam/assets/shader/YUV_3_planes.frag')
-rw-r--r-- | src/qcam/assets/shader/YUV_3_planes.frag | 27 |
1 files changed, 15 insertions, 12 deletions
diff --git a/src/qcam/assets/shader/YUV_3_planes.frag b/src/qcam/assets/shader/YUV_3_planes.frag index 2be74b5d..e754129d 100644 --- a/src/qcam/assets/shader/YUV_3_planes.frag +++ b/src/qcam/assets/shader/YUV_3_planes.frag @@ -14,20 +14,23 @@ uniform sampler2D tex_y; uniform sampler2D tex_u; uniform sampler2D tex_v; +const mat3 yuv2rgb_matrix = mat3( + YUV2RGB_MATRIX +); + +const vec3 yuv2rgb_offset = vec3( + YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0 +); + void main(void) { vec3 yuv; - vec3 rgb; - mat3 yuv2rgb_bt601_mat = mat3( - vec3(1.164, 1.164, 1.164), - vec3(0.000, -0.392, 2.017), - vec3(1.596, -0.813, 0.000) - ); - - yuv.x = texture2D(tex_y, textureOut).r - 0.063; - yuv.y = texture2D(tex_u, textureOut).r - 0.500; - yuv.z = texture2D(tex_v, textureOut).r - 0.500; - - rgb = yuv2rgb_bt601_mat * yuv; + + yuv.x = texture2D(tex_y, textureOut).r; + yuv.y = texture2D(tex_u, textureOut).r; + yuv.z = texture2D(tex_v, textureOut).r; + + vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset); + gl_FragColor = vec4(rgb, 1.0); } |