diff options
author | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-08-28 03:40:25 +0300 |
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committer | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-09-01 22:41:01 +0300 |
commit | 251f0534b74bcb46c777aa0df34b1b4142b664f5 (patch) | |
tree | 09da0bd567c7aa01ceb95f24d0a54446faf07a9a /src/qcam/assets/shader/YUV_packed.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_packed.frag')
-rw-r--r-- | src/qcam/assets/shader/YUV_packed.frag | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/src/qcam/assets/shader/YUV_packed.frag b/src/qcam/assets/shader/YUV_packed.frag index d6efd4ce..b9ef9d41 100644 --- a/src/qcam/assets/shader/YUV_packed.frag +++ b/src/qcam/assets/shader/YUV_packed.frag @@ -14,15 +14,16 @@ 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) { - 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) - ); - vec3 yuv2rgb_bt601_offset = vec3(0.063, 0.500, 0.500); - /* * The sampler won't interpolate the texture correctly along the X axis, * as each RGBA pixel effectively stores two pixels. We thus need to @@ -76,7 +77,7 @@ void main(void) float y = mix(y_left, y_right, step(0.5, f_x)); - vec3 rgb = yuv2rgb_bt601_mat * (vec3(y, uv) - yuv2rgb_bt601_offset); + vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset); gl_FragColor = vec4(rgb, 1.0); } |