summaryrefslogtreecommitdiff
path: root/src/qcam/assets/shader/bayer_8.frag
diff options
context:
space:
mode:
Diffstat (limited to 'src/qcam/assets/shader/bayer_8.frag')
-rw-r--r--src/qcam/assets/shader/bayer_8.frag107
1 files changed, 0 insertions, 107 deletions
diff --git a/src/qcam/assets/shader/bayer_8.frag b/src/qcam/assets/shader/bayer_8.frag
deleted file mode 100644
index 7e35ca88..00000000
--- a/src/qcam/assets/shader/bayer_8.frag
+++ /dev/null
@@ -1,107 +0,0 @@
-/* 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));
-}