diff --git a/gopro_8:7/unfish_gopro_8:7.glsl b/gopro_8:7/unfish_gopro_8:7.glsl index dbf64a5..974652a 100644 --- a/gopro_8:7/unfish_gopro_8:7.glsl +++ b/gopro_8:7/unfish_gopro_8:7.glsl @@ -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); }