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-rw-r--r--src/apps/qcam/assets/shader/RGB.frag22
-rw-r--r--src/apps/qcam/assets/shader/YUV_2_planes.frag42
-rw-r--r--src/apps/qcam/assets/shader/YUV_3_planes.frag36
-rw-r--r--src/apps/qcam/assets/shader/YUV_packed.frag83
-rw-r--r--src/apps/qcam/assets/shader/bayer_1x_packed.frag216
-rw-r--r--src/apps/qcam/assets/shader/bayer_8.frag107
-rw-r--r--src/apps/qcam/assets/shader/bayer_8.vert51
-rw-r--r--src/apps/qcam/assets/shader/identity.vert18
-rw-r--r--src/apps/qcam/assets/shader/shaders.qrc13
9 files changed, 588 insertions, 0 deletions
diff --git a/src/apps/qcam/assets/shader/RGB.frag b/src/apps/qcam/assets/shader/RGB.frag
new file mode 100644
index 00000000..4c374ac9
--- /dev/null
+++ b/src/apps/qcam/assets/shader/RGB.frag
@@ -0,0 +1,22 @@
+/* SPDX-License-Identifier: LGPL-2.1-or-later */
+/*
+ * Copyright (C) 2020, Laurent Pinchart
+ *
+ * RGB.frag - Fragment shader code for RGB formats
+ */
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+varying vec2 textureOut;
+uniform sampler2D tex_y;
+
+void main(void)
+{
+ vec3 rgb;
+
+ rgb = texture2D(tex_y, textureOut).RGB_PATTERN;
+
+ gl_FragColor = vec4(rgb, 1.0);
+}
diff --git a/src/apps/qcam/assets/shader/YUV_2_planes.frag b/src/apps/qcam/assets/shader/YUV_2_planes.frag
new file mode 100644
index 00000000..1d5d1206
--- /dev/null
+++ b/src/apps/qcam/assets/shader/YUV_2_planes.frag
@@ -0,0 +1,42 @@
+/* SPDX-License-Identifier: LGPL-2.1-or-later */
+/*
+ * Copyright (C) 2020, Linaro
+ *
+ * YUV_2_planes.frag - Fragment shader code for NV12, NV16 and NV24 formats
+ */
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+varying vec2 textureOut;
+uniform sampler2D tex_y;
+uniform sampler2D tex_u;
+
+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;
+
+ yuv.x = texture2D(tex_y, textureOut).r;
+#if defined(YUV_PATTERN_UV)
+ yuv.y = texture2D(tex_u, textureOut).r;
+ yuv.z = texture2D(tex_u, textureOut).a;
+#elif defined(YUV_PATTERN_VU)
+ yuv.y = texture2D(tex_u, textureOut).a;
+ yuv.z = texture2D(tex_u, textureOut).r;
+#else
+#error Invalid pattern
+#endif
+
+ vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset);
+
+ gl_FragColor = vec4(rgb, 1.0);
+}
diff --git a/src/apps/qcam/assets/shader/YUV_3_planes.frag b/src/apps/qcam/assets/shader/YUV_3_planes.frag
new file mode 100644
index 00000000..8f788e90
--- /dev/null
+++ b/src/apps/qcam/assets/shader/YUV_3_planes.frag
@@ -0,0 +1,36 @@
+/* SPDX-License-Identifier: LGPL-2.1-or-later */
+/*
+ * Copyright (C) 2020, Linaro
+ *
+ * YUV_3_planes_UV.frag - Fragment shader code for YUV420 format
+ */
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+varying vec2 textureOut;
+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;
+
+ 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 * (yuv - yuv2rgb_offset);
+
+ gl_FragColor = vec4(rgb, 1.0);
+}
diff --git a/src/apps/qcam/assets/shader/YUV_packed.frag b/src/apps/qcam/assets/shader/YUV_packed.frag
new file mode 100644
index 00000000..b9ef9d41
--- /dev/null
+++ b/src/apps/qcam/assets/shader/YUV_packed.frag
@@ -0,0 +1,83 @@
+/* SPDX-License-Identifier: LGPL-2.1-or-later */
+/*
+ * Copyright (C) 2020, Laurent Pinchart <laurent.pinchart@ideasonboard.com>
+ *
+ * YUV_packed.frag - Fragment shader code for YUYV packed formats
+ */
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+varying vec2 textureOut;
+
+uniform sampler2D tex_y;
+uniform vec2 tex_step;
+
+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)
+{
+ /*
+ * The sampler won't interpolate the texture correctly along the X axis,
+ * as each RGBA pixel effectively stores two pixels. We thus need to
+ * interpolate manually.
+ *
+ * In integer texture coordinates, the Y values are layed out in the
+ * texture memory as follows:
+ *
+ * ...| Y U Y V | Y U Y V | Y U Y V |...
+ * ...| R G B A | R G B A | R G B A |...
+ * ^ ^ ^ ^ ^ ^
+ * | | | | | |
+ * n-1 n-0.5 n n+0.5 n+1 n+1.5
+ *
+ * For a texture location x in the interval [n, n+1[, sample the left
+ * and right pixels at n and n+1, and interpolate them with
+ *
+ * left.r * (1 - a) + left.b * a if fract(x) < 0.5
+ * left.b * (1 - a) + right.r * a if fract(x) >= 0.5
+ *
+ * with a = fract(x * 2) which can also be written
+ *
+ * a = fract(x) * 2 if fract(x) < 0.5
+ * a = fract(x) * 2 - 1 if fract(x) >= 0.5
+ */
+ vec2 pos = textureOut;
+ float f_x = fract(pos.x / tex_step.x);
+
+ vec4 left = texture2D(tex_y, vec2(pos.x - f_x * tex_step.x, pos.y));
+ vec4 right = texture2D(tex_y, vec2(pos.x + (1.0 - f_x) * tex_step.x , pos.y));
+
+#if defined(YUV_PATTERN_UYVY)
+ float y_left = mix(left.g, left.a, f_x * 2.0);
+ float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0);
+ vec2 uv = mix(left.rb, right.rb, f_x);
+#elif defined(YUV_PATTERN_VYUY)
+ float y_left = mix(left.g, left.a, f_x * 2.0);
+ float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0);
+ vec2 uv = mix(left.br, right.br, f_x);
+#elif defined(YUV_PATTERN_YUYV)
+ float y_left = mix(left.r, left.b, f_x * 2.0);
+ float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0);
+ vec2 uv = mix(left.ga, right.ga, f_x);
+#elif defined(YUV_PATTERN_YVYU)
+ float y_left = mix(left.r, left.b, f_x * 2.0);
+ float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0);
+ vec2 uv = mix(left.ag, right.ag, f_x);
+#else
+#error Invalid pattern
+#endif
+
+ float y = mix(y_left, y_right, step(0.5, f_x));
+
+ vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset);
+
+ gl_FragColor = vec4(rgb, 1.0);
+}
diff --git a/src/apps/qcam/assets/shader/bayer_1x_packed.frag b/src/apps/qcam/assets/shader/bayer_1x_packed.frag
new file mode 100644
index 00000000..f53f5575
--- /dev/null
+++ b/src/apps/qcam/assets/shader/bayer_1x_packed.frag
@@ -0,0 +1,216 @@
+/* SPDX-License-Identifier: BSD-2-Clause */
+/*
+ * Based on the code 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 for 10/12-bit packed vs 8-bit raw Bayer format,
+ * and for simpler demosaic algorithm.
+ * Copyright (C) 2020, Linaro
+ *
+ * bayer_1x_packed.frag - Fragment shader code for raw Bayer 10-bit and 12-bit
+ * packed formats
+ */
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+/*
+ * These constants are used to select the bytes containing the HS part of
+ * the pixel value:
+ * BPP - bytes per pixel,
+ * THRESHOLD_L = fract(BPP) * 0.5 + 0.02
+ * THRESHOLD_H = 1.0 - fract(BPP) * 1.5 + 0.02
+ * Let X is the x coordinate in the texture measured in bytes (so that the
+ * range is from 0 to (stride_-1)) aligned on the nearest pixel.
+ * E.g. for RAW10P:
+ * -------------+-------------------+-------------------+--
+ * pixel No | 0 1 2 3 | 4 5 6 7 | ...
+ * -------------+-------------------+-------------------+--
+ * byte offset | 0 1 2 3 4 | 5 6 7 8 9 | ...
+ * -------------+-------------------+-------------------+--
+ * X | 0.0 1.25 2.5 3.75 | 5.0 6.25 7.5 8.75 | ...
+ * -------------+-------------------+-------------------+--
+ * If fract(X) < THRESHOLD_L then the previous byte contains the LS
+ * bits of the pixel values and needs to be skipped.
+ * If fract(X) > THRESHOLD_H then the next byte contains the LS bits
+ * of the pixel values and needs to be skipped.
+ */
+#if defined(RAW10P)
+#define BPP 1.25
+#define THRESHOLD_L 0.14
+#define THRESHOLD_H 0.64
+#elif defined(RAW12P)
+#define BPP 1.5
+#define THRESHOLD_L 0.27
+#define THRESHOLD_H 0.27
+#else
+#error Invalid raw format
+#endif
+
+
+varying vec2 textureOut;
+
+/* the texture size in pixels */
+uniform vec2 tex_size;
+uniform vec2 tex_step;
+uniform vec2 tex_bayer_first_red;
+
+uniform sampler2D tex_y;
+
+void main(void)
+{
+ vec3 rgb;
+
+ /*
+ * center_bytes holds the coordinates of the MS byte of the pixel
+ * being sampled on the [0, stride-1/height-1] range.
+ * center_pixel holds the coordinates of the pixel being sampled
+ * on the [0, width/height-1] range.
+ */
+ vec2 center_bytes;
+ vec2 center_pixel;
+
+ /*
+ * x- and y-positions of the adjacent pixels on the [0, 1] range.
+ */
+ vec2 xcoords;
+ vec2 ycoords;
+
+ /*
+ * The coordinates passed to the shader in textureOut may point
+ * to a place in between the pixels if the texture format doesn't
+ * match the image format. In particular, MIPI packed raw Bayer
+ * formats don't have a matching texture format.
+ * In this case align the coordinates to the left nearest pixel
+ * by hand.
+ */
+ center_pixel = floor(textureOut * tex_size);
+ center_bytes.y = center_pixel.y;
+
+ /*
+ * Add a small number (a few mantissa's LSBs) to avoid float
+ * representation issues. Maybe paranoic.
+ */
+ center_bytes.x = BPP * center_pixel.x + 0.02;
+
+ float fract_x = fract(center_bytes.x);
+
+ /*
+ * The below floor() call ensures that center_bytes.x points
+ * at one of the bytes representing the 8 higher bits of
+ * the pixel value, not at the byte containing the LS bits
+ * of the group of the pixels.
+ */
+ center_bytes.x = floor(center_bytes.x);
+ center_bytes *= tex_step;
+
+ xcoords = center_bytes.x + vec2(-tex_step.x, tex_step.x);
+ ycoords = center_bytes.y + vec2(-tex_step.y, tex_step.y);
+
+ /*
+ * If xcoords[0] points at the byte containing the LS bits
+ * of the previous group of the pixels, move xcoords[0] one
+ * byte back.
+ */
+ xcoords[0] += (fract_x < THRESHOLD_L) ? -tex_step.x : 0.0;
+
+ /*
+ * If xcoords[1] points at the byte containing the LS bits
+ * of the current group of the pixels, move xcoords[1] one
+ * byte forward.
+ */
+ xcoords[1] += (fract_x > THRESHOLD_H) ? tex_step.x : 0.0;
+
+ vec2 alternate = mod(center_pixel.xy + tex_bayer_first_red, 2.0);
+ bool even_col = alternate.x < 1.0;
+ bool even_row = alternate.y < 1.0;
+
+ /*
+ * We need to sample the central pixel and the ones with offset
+ * of -1 to +1 pixel in both X and Y directions. Let's name these
+ * pixels as below, where C is the central pixel:
+ *
+ * +----+----+----+----+
+ * | \ x| | | |
+ * |y \ | -1 | 0 | +1 |
+ * +----+----+----+----+
+ * | +1 | D2 | A1 | D3 |
+ * +----+----+----+----+
+ * | 0 | B0 | C | B1 |
+ * +----+----+----+----+
+ * | -1 | D0 | A0 | D1 |
+ * +----+----+----+----+
+ *
+ * In the below equations (0,-1).r means "r component of the texel
+ * shifted by -tex_step.y from the center_bytes one" etc.
+ *
+ * In the even row / even column (EE) case the colour values are:
+ * R = C = (0,0).r,
+ * G = (A0 + A1 + B0 + B1) / 4.0 =
+ * ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0,
+ * B = (D0 + D1 + D2 + D3) / 4.0 =
+ * ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0
+ *
+ * For even row / odd column (EO):
+ * R = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0,
+ * G = C = (0,0).r,
+ * B = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0
+ *
+ * For odd row / even column (OE):
+ * R = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0,
+ * G = C = (0,0).r,
+ * B = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0
+ *
+ * For odd row / odd column (OO):
+ * R = (D0 + D1 + D2 + D3) / 4.0 =
+ * ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0,
+ * G = (A0 + A1 + B0 + B1) / 4.0 =
+ * ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0,
+ * B = C = (0,0).r
+ */
+
+ /*
+ * Fetch the values and precalculate the terms:
+ * patterns.x = (A0 + A1) / 2.0
+ * patterns.y = (B0 + B1) / 2.0
+ * patterns.z = (A0 + A1 + B0 + B1) / 4.0
+ * patterns.w = (D0 + D1 + D2 + D3) / 4.0
+ */
+ #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
+
+ float C = texture2D(tex_y, center_bytes).r;
+ vec4 patterns = vec4(
+ fetch(center_bytes.x, ycoords[0]), /* A0: (0,-1) */
+ fetch(xcoords[0], center_bytes.y), /* B0: (-1,0) */
+ fetch(xcoords[0], ycoords[0]), /* D0: (-1,-1) */
+ fetch(xcoords[1], ycoords[0])); /* D1: (1,-1) */
+ vec4 temp = vec4(
+ fetch(center_bytes.x, ycoords[1]), /* A1: (0,1) */
+ fetch(xcoords[1], center_bytes.y), /* B1: (1,0) */
+ fetch(xcoords[1], ycoords[1]), /* D3: (1,1) */
+ fetch(xcoords[0], ycoords[1])); /* D2: (-1,1) */
+ patterns = (patterns + temp) * 0.5;
+ /* .x = (A0 + A1) / 2.0, .y = (B0 + B1) / 2.0 */
+ /* .z = (D0 + D3) / 2.0, .w = (D1 + D2) / 2.0 */
+ patterns.w = (patterns.z + patterns.w) * 0.5;
+ patterns.z = (patterns.x + patterns.y) * 0.5;
+
+ rgb = even_col ?
+ (even_row ?
+ vec3(C, patterns.zw) :
+ vec3(patterns.x, C, patterns.y)) :
+ (even_row ?
+ vec3(patterns.y, C, patterns.x) :
+ vec3(patterns.wz, C));
+
+ gl_FragColor = vec4(rgb, 1.0);
+}
diff --git a/src/apps/qcam/assets/shader/bayer_8.frag b/src/apps/qcam/assets/shader/bayer_8.frag
new file mode 100644
index 00000000..7e35ca88
--- /dev/null
+++ b/src/apps/qcam/assets/shader/bayer_8.frag
@@ -0,0 +1,107 @@
+/* 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
+*/
+
+//Pixel Shader
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+/** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
+uniform sampler2D tex_y;
+varying vec4 center;
+varying vec4 yCoord;
+varying vec4 xCoord;
+
+void main(void) {
+ #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
+
+ float C = texture2D(tex_y, center.xy).r; // ( 0, 0)
+ const vec4 kC = vec4( 4.0, 6.0, 5.0, 5.0) / 8.0;
+
+ // Determine which of four types of pixels we are on.
+ vec2 alternate = mod(floor(center.zw), 2.0);
+
+ vec4 Dvec = vec4(
+ fetch(xCoord[1], yCoord[1]), // (-1,-1)
+ fetch(xCoord[1], yCoord[2]), // (-1, 1)
+ fetch(xCoord[2], yCoord[1]), // ( 1,-1)
+ fetch(xCoord[2], yCoord[2])); // ( 1, 1)
+
+ vec4 PATTERN = (kC.xyz * C).xyzz;
+
+ // Can also be a dot product with (1,1,1,1) on hardware where that is
+ // specially optimized.
+ // Equivalent to: D = Dvec[0] + Dvec[1] + Dvec[2] + Dvec[3];
+ Dvec.xy += Dvec.zw;
+ Dvec.x += Dvec.y;
+
+ vec4 value = vec4(
+ fetch(center.x, yCoord[0]), // ( 0,-2)
+ fetch(center.x, yCoord[1]), // ( 0,-1)
+ fetch(xCoord[0], center.y), // (-2, 0)
+ fetch(xCoord[1], center.y)); // (-1, 0)
+
+ vec4 temp = vec4(
+ fetch(center.x, yCoord[3]), // ( 0, 2)
+ fetch(center.x, yCoord[2]), // ( 0, 1)
+ fetch(xCoord[3], center.y), // ( 2, 0)
+ fetch(xCoord[2], center.y)); // ( 1, 0)
+
+ // Even the simplest compilers should be able to constant-fold these to
+ // avoid the division.
+ // Note that on scalar processors these constants force computation of some
+ // identical products twice.
+ const vec4 kA = vec4(-1.0, -1.5, 0.5, -1.0) / 8.0;
+ const vec4 kB = vec4( 2.0, 0.0, 0.0, 4.0) / 8.0;
+ const vec4 kD = vec4( 0.0, 2.0, -1.0, -1.0) / 8.0;
+
+ // Conserve constant registers and take advantage of free swizzle on load
+ #define kE (kA.xywz)
+ #define kF (kB.xywz)
+
+ value += temp;
+
+ // There are five filter patterns (identity, cross, checker,
+ // theta, phi). Precompute the terms from all of them and then
+ // use swizzles to assign to color channels.
+ //
+ // Channel Matches
+ // x cross (e.g., EE G)
+ // y checker (e.g., EE B)
+ // z theta (e.g., EO R)
+ // w phi (e.g., EO R)
+ #define A (value[0])
+ #define B (value[1])
+ #define D (Dvec.x)
+ #define E (value[2])
+ #define F (value[3])
+
+ // Avoid zero elements. On a scalar processor this saves two MADDs
+ // and it has no effect on a vector processor.
+ PATTERN.yzw += (kD.yz * D).xyy;
+
+ PATTERN += (kA.xyz * A).xyzx + (kE.xyw * E).xyxz;
+ PATTERN.xw += kB.xw * B;
+ PATTERN.xz += kF.xz * F;
+
+ gl_FragColor.rgb = (alternate.y == 0.0) ?
+ ((alternate.x == 0.0) ?
+ vec3(C, PATTERN.xy) :
+ vec3(PATTERN.z, C, PATTERN.w)) :
+ ((alternate.x == 0.0) ?
+ vec3(PATTERN.w, C, PATTERN.z) :
+ vec3(PATTERN.yx, C));
+}
diff --git a/src/apps/qcam/assets/shader/bayer_8.vert b/src/apps/qcam/assets/shader/bayer_8.vert
new file mode 100644
index 00000000..3695a5e9
--- /dev/null
+++ b/src/apps/qcam/assets/shader/bayer_8.vert
@@ -0,0 +1,51 @@
+/* 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;
+}
diff --git a/src/apps/qcam/assets/shader/identity.vert b/src/apps/qcam/assets/shader/identity.vert
new file mode 100644
index 00000000..12c41377
--- /dev/null
+++ b/src/apps/qcam/assets/shader/identity.vert
@@ -0,0 +1,18 @@
+/* SPDX-License-Identifier: LGPL-2.1-or-later */
+/*
+ * Copyright (C) 2020, Linaro
+ *
+ * identity.vert - Identity vertex shader for pixel format conversion
+ */
+
+attribute vec4 vertexIn;
+attribute vec2 textureIn;
+varying vec2 textureOut;
+
+uniform float stride_factor;
+
+void main(void)
+{
+ gl_Position = vertexIn;
+ textureOut = vec2(textureIn.x * stride_factor, textureIn.y);
+}
diff --git a/src/apps/qcam/assets/shader/shaders.qrc b/src/apps/qcam/assets/shader/shaders.qrc
new file mode 100644
index 00000000..96c709f9
--- /dev/null
+++ b/src/apps/qcam/assets/shader/shaders.qrc
@@ -0,0 +1,13 @@
+<!-- SPDX-License-Identifier: LGPL-2.1-or-later -->
+<!DOCTYPE RCC><RCC version="1.0">
+<qresource>
+ <file>RGB.frag</file>
+ <file>YUV_2_planes.frag</file>
+ <file>YUV_3_planes.frag</file>
+ <file>YUV_packed.frag</file>
+ <file>bayer_1x_packed.frag</file>
+ <file>bayer_8.frag</file>
+ <file>bayer_8.vert</file>
+ <file>identity.vert</file>
+</qresource>
+</RCC>