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-rw-r--r--src/qcam/assets/shader/bayer_8.vert26
1 files changed, 15 insertions, 11 deletions
diff --git a/src/qcam/assets/shader/bayer_8.vert b/src/qcam/assets/shader/bayer_8.vert
index 347c15f7..3695a5e9 100644
--- a/src/qcam/assets/shader/bayer_8.vert
+++ b/src/qcam/assets/shader/bayer_8.vert
@@ -9,17 +9,22 @@ 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;
-/** (w,h,1/w,1/h) */
-uniform vec4 sourceSize;
+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 firstRed;
+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 */
@@ -34,14 +39,13 @@ varying vec4 xCoord;
varying vec4 yCoord;
void main(void) {
- center.xy = gl_MultiTexCoord0.xy;
- center.zw = gl_MultiTexCoord0.xy * sourceSize.xy + firstRed;
+ center.xy = textureIn;
+ center.zw = textureIn * tex_size + tex_bayer_first_red;
- 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);
+ 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 = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = vertexIn;
}