diff --git a/gopro_8:7/unfish_gopro_8:7.glsl b/gopro_8:7/unfish_gopro_8:7.glsl index 461e1a0..b86fb72 100644 --- a/gopro_8:7/unfish_gopro_8:7.glsl +++ b/gopro_8:7/unfish_gopro_8:7.glsl @@ -17,7 +17,8 @@ #extension GL_ARB_texture_rectangle: enable -#define rotate_180 +#define non_linear_decoding +//#define rotate_180 //#define debug_borders #undef highp // defined by Qt-OpenGl @@ -62,34 +63,63 @@ vec2 equidistant_to_rectilinear(const in vec2 coord) { return coord * (equidistant_radius / rectilinear_radius); } -vec4 sample_texture(const in vec2 coord) { +vec3 sample_texture(const in vec2 coord) { vec2 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor); vec2 y_coord = texture_center + rectilinear * sensor_to_texture; #ifdef debug_borders if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) { - return vec4(1.0); + return vec3(1.0); } #endif vec2 uv_coord = y_coord * 0.5; - return vec4( + return vec3( texture2DRect(myTextureY, y_coord).x, texture2DRect(myTextureU, uv_coord).x, - texture2DRect(myTextureV, uv_coord).x, - 1.0); + texture2DRect(myTextureV, uv_coord).x); } +#ifdef non_linear_decoding + +// https://en.wikipedia.org/wiki/Rec._709 + +#define y_min ( 16.0 / 255.0) +#define y_max (235.0 / 255.0) +#define uv_min ( 16.0 / 255.0) +#define uv_max (240.0 / 255.0) +#define y_range (y_max - y_min) +#define uv_range (uv_max - uv_min) + +const vec3 yuv_min = vec3(y_min, uv_min, uv_min); +const vec3 yuv_range = vec3(y_range, uv_range, uv_range); +const vec3 yuv_center = vec3(0.0, 0.5, 0.5); + +vec3 decode_pixel(const in vec3 pixel) { + vec3 color = (pixel - yuv_min) / yuv_range - yuv_center; + float l = (color.x < 0.081) ? (color.x / 4.5) : pow((color.x + 0.099) / 1.099, 1.0 / 0.45); + return vec3(l, color.yz); +} + +vec3 encode_pixel(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; +} + +#else + +#define decode_pixel(_color) _color +#define encode_pixel(_color) _color + +#endif // non_linear_decoding + void main() { initialize(); - vec2 coord = gl_TexCoord[0].xy; - vec4 pixel = vec4(0.0); - + vec3 color = vec3(0.0); for (int y = 0; y < subsampling; y++) { for (int x = 0; x < subsampling; x++) { vec2 offset = subsampling_start + subsampling_step * vec2(x, y); - pixel += sample_texture(coord + offset); + color += decode_pixel(sample_texture(coord + offset)); } } - - gl_FragColor = pixel * subsampling_scale; + gl_FragColor = vec4(encode_pixel(color * subsampling_scale), 1.0); }