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remove chroma decoding

This commit is contained in:
2025-10-01 00:13:06 +02:00
parent d346c69f69
commit c91c9d44d9

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@ -78,39 +78,30 @@ const float luminance_min = 16.0 / 255.0;
const float luminance_max = 235.0 / 255.0;
const float luminance_range = luminance_max - luminance_min;
const vec2 chroma_min = vec2( 16.0 / 255.0);
const vec2 chroma_max = vec2(240.0 / 255.0);
const vec2 chroma_range = chroma_max - chroma_min;
const vec2 chroma_center = vec2(0.5, 0.5);
const vec3 yuv_min = vec3(luminance_min, chroma_min);
const vec3 yuv_range = vec3(luminance_range, chroma_range);
const vec3 yuv_center = vec3(0.0, chroma_center);
float decode_luminance(const in float x) {
float y = (x - luminance_min) / luminance_range;
return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45);
}
vec2 decode_chroma(const in vec2 yz) {
return (yz - chroma_min) / chroma_range - chroma_center;
float encode_luminance(const in float l) {
float x = (l < 0.018) ? (l * 4.5) : (pow(l, 0.45) * 1.099 - 0.099);
return x * luminance_range + luminance_min;
}
vec3 decode_pixel(const in vec3 pixel) {
return vec3(decode_luminance(pixel.x), decode_chroma(pixel.yz));
vec3 decode_ycbcr(const in vec3 pixel) {
return vec3(decode_luminance(pixel.x), pixel.yz);
}
vec3 encode_color(const in vec3 color) {
float y = (color.x < 0.018) ? (color.x * 4.5) : (pow(color.x, 0.45) * 1.099 - 0.099);
return (vec3(y, color.yz) + yuv_center) * yuv_range + yuv_min;
vec3 encode_ycbcr(const in vec3 color) {
return vec3(encode_luminance(color.x), color.yz);
}
#else
#define decode_luminance(_x) (_x)
#define decode_chroma(_yz) (_yz)
#define decode_pixel(_pixel) (_pixel)
#define encode_color(_color) (_color)
#define encode_luminance(_l) (_l)
#define decode_ycbcr(_pixel) (_pixel)
#define encode_ycbcr(_color) (_color)
#endif
@ -125,46 +116,27 @@ const vec2 corner_b = vec2(1.0, 0.0) + half_pixel;
const vec2 corner_c = vec2(0.0, 1.0) + half_pixel;
const vec2 corner_d = vec2(1.0, 1.0) + half_pixel;
vec2 bilinear_params(const in vec2 coord, out vec2 a, out vec2 b, out vec2 c, out vec2 d) {
vec2 i, f = modf(coord - half_pixel, i);
a = i + corner_a;
b = i + corner_b;
c = i + corner_c;
d = i + corner_d;
return f;
}
vec3 texture_filter(const in vec2 y_coord) {
vec2 a, b, c, d, f = bilinear_params(y_coord, a, b, c, d);
vec2 i, f = modf(y_coord - half_pixel, i);
float luminance = mix(
mix(
decode_luminance(texture2DRect(myTextureY, a).x),
decode_luminance(texture2DRect(myTextureY, b).x),
decode_luminance(texture2DRect(myTextureY, i + corner_a).x),
decode_luminance(texture2DRect(myTextureY, i + corner_b).x),
f.x),
mix(
decode_luminance(texture2DRect(myTextureY, c).x),
decode_luminance(texture2DRect(myTextureY, d).x),
decode_luminance(texture2DRect(myTextureY, i + corner_c).x),
decode_luminance(texture2DRect(myTextureY, i + corner_d).x),
f.x),
f.y);
f = bilinear_params(y_coord * 0.5, a, b, c, d);
vec2 chroma = mix(
mix(
decode_chroma(vec2(texture2DRect(myTextureU, a).x, texture2DRect(myTextureV, a).x)),
decode_chroma(vec2(texture2DRect(myTextureU, b).x, texture2DRect(myTextureV, b).x)),
f.x),
mix(
decode_chroma(vec2(texture2DRect(myTextureU, c).x, texture2DRect(myTextureV, c).x)),
decode_chroma(vec2(texture2DRect(myTextureU, d).x, texture2DRect(myTextureV, d).x)),
f.x),
f.y);
return vec3(luminance, chroma);
vec2 uv_coord = y_coord * 0.5;
return vec3(luminance, texture2DRect(myTextureU, uv_coord).x, texture2DRect(myTextureV, uv_coord).x);
}
#else
vec3 texture_filter(const in vec2 y_coord) {
vec2 uv_coord = y_coord * 0.5;
return decode_pixel(vec3(
return decode_ycbcr(vec3(
texture2DRect(myTextureY, y_coord).x,
texture2DRect(myTextureU, uv_coord).x,
texture2DRect(myTextureV, uv_coord).x));
@ -196,5 +168,5 @@ void main() {
color += texture_sample(coord + offset);
}
}
gl_FragColor = vec4(encode_color(color * subsampling_scale), 1.0);
gl_FragColor = vec4(encode_ycbcr(color * subsampling_scale), 1.0);
}