Files
tenmon/shaders/debayer.frag
T
2024-08-20 17:53:30 +02:00

41 lines
1.3 KiB
GLSL

uniform sampler2D qt_Texture0;
uniform ivec2 firstRed;
in vec2 qt_TexCoord0;
in vec2 center;
layout(location = 0) out vec4 color;
#define f(x, y) texelFetch(qt_Texture0, icenter + ivec2(x, y), 0).r
void main(void)
{
ivec2 texSize = textureSize(qt_Texture0, 0);
ivec2 icenter = ivec2(center);
ivec2 alternate = (icenter + firstRed) % 2;
// cross, checker, theta, phi
const vec4 kA = vec4(-1.0, -1.5, 0.5, -1.0) / 8.0;
const vec4 kB = vec4( 2.0, 0.0, 0.0, 4.0) / 8.0;
const vec4 kC = vec4( 4.0, 6.0, 5.0, 5.0) / 8.0;
const vec4 kD = vec4( 0.0, 2.0, -1.0, -1.0) / 8.0;
const vec4 kE = vec4(-1.0, -1.5, -1.0, 0.5) / 8.0;
const vec4 kF = vec4( 2.0, 0.0, 4.0, 0.0) / 8.0;
float A = f(0,2) + f(0,-2);
float B = f(0,1) + f(0,-1);
float C = f(0,0);
float D = f(1,1) + f(-1,1) + f(1,-1) + f(-1,-1);
float E = f(2,0) + f(-2,0);
float F = f(1,0) + f(-1,0);
vec4 P = kA*A + kB*B + kC*C + kD*D + kE*E + kF*F;
color.rgb = alternate.y == 0 ?
(alternate.x == 0 ? vec3(C, P.xy) : // even row even col
vec3(P.z, C, P.w)) : // even row odd col
(alternate.x == 0 ? vec3(P.w, C, P.z) : // odd row even col
vec3(P.yx, C)); // odd row odd col
color.a = 1.0;
}