#ifdef GL_ES precision mediump float; #endif uniform sampler2D texture; uniform mat3 color_matrix; varying vec2 top_left_uv; varying vec2 top_right_uv; varying vec2 bottom_left_uv; varying vec2 bottom_right_uv; void main() { // Note the coordinates for texture samples need to be a varying, as the // Mali-400 has this as a fast path allowing 32-bit floats. Otherwise // they end up as 16-bit floats and that's not accurate enough. vec4 samples = vec4( texture2D(texture, top_left_uv).r, texture2D(texture, top_right_uv).r, texture2D(texture, bottom_left_uv).r, texture2D(texture, bottom_right_uv).r); // Assume BGGR for now. Currently this just takes 3 of the four samples // for each pixel, there's room here to do some better debayering. vec3 color = vec3(samples.w, (samples.y + samples.z) / 2.0, samples.x); // Fast SRGB estimate. See https://mimosa-pudica.net/fast-gamma/ vec3 srgb_color = (vec3(1.138) * inversesqrt(color) - vec3(0.138)) * color; // Slow SRGB estimate // vec3 srgb_color = pow(color, vec3(1.0 / 2.2)); gl_FragColor = vec4(color_matrix * srgb_color, 1); }