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