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linear conversion

This commit is contained in:
2025-09-21 03:35:56 +02:00
parent f7540d5bca
commit d74f3dfe67

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@ -17,7 +17,8 @@
#extension GL_ARB_texture_rectangle: enable #extension GL_ARB_texture_rectangle: enable
#define rotate_180 #define non_linear_decoding
//#define rotate_180
//#define debug_borders //#define debug_borders
#undef highp // defined by Qt-OpenGl #undef highp // defined by Qt-OpenGl
@ -62,34 +63,63 @@ vec2 equidistant_to_rectilinear(const in vec2 coord) {
return coord * (equidistant_radius / rectilinear_radius); 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 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor);
vec2 y_coord = texture_center + rectilinear * sensor_to_texture; vec2 y_coord = texture_center + rectilinear * sensor_to_texture;
#ifdef debug_borders #ifdef debug_borders
if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) { 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 #endif
vec2 uv_coord = y_coord * 0.5; vec2 uv_coord = y_coord * 0.5;
return vec4( return vec3(
texture2DRect(myTextureY, y_coord).x, texture2DRect(myTextureY, y_coord).x,
texture2DRect(myTextureU, uv_coord).x, texture2DRect(myTextureU, uv_coord).x,
texture2DRect(myTextureV, uv_coord).x, texture2DRect(myTextureV, uv_coord).x);
1.0);
} }
#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() { void main() {
initialize(); initialize();
vec2 coord = gl_TexCoord[0].xy; 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 y = 0; y < subsampling; y++) {
for (int x = 0; x < subsampling; x++) { for (int x = 0; x < subsampling; x++) {
vec2 offset = subsampling_start + subsampling_step * vec2(x, y); vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
pixel += sample_texture(coord + offset); color += decode_pixel(sample_texture(coord + offset));
} }
} }
gl_FragColor = vec4(encode_pixel(color * subsampling_scale), 1.0);
gl_FragColor = pixel * subsampling_scale;
} }