libcamera: shaders: Extend bayer shaders to support swapping R and B on output
We can easily facilitate swapping R and B on output. Pivot on an environment define for this purpose. Reviewed-by: Milan Zamazal <mzamazal@redhat.com> Acked-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Tested-by: Robert Mader <robert.mader@collabora.com> Tested-by: Hans de Goede <johannes.goede@oss.qualcomm.com> # ThinkPad T14s gen 6 (arm64) ov02c10 + X1c gen 12 ov08x40 Tested-by: Kieran Bingham <kieran.bingham@ideasonboard.com> # Lenovo X13s Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
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Kieran Bingham
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@@ -257,5 +257,9 @@ void main(void)
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rgb.g = (rin * ccm[1][0]) + (gin * ccm[1][1]) + (bin * ccm[1][2]);
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rgb.b = (rin * ccm[2][0]) + (gin * ccm[2][1]) + (bin * ccm[2][2]);
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#if defined (SWAP_BLUE)
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gl_FragColor = vec4(rgb.bgr, 1.0);
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#else
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gl_FragColor = vec4(rgb, 1.0);
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#endif
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}
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@@ -152,5 +152,9 @@ void main(void) {
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rgb.g = (rin * ccm[1][0]) + (gin * ccm[1][1]) + (bin * ccm[1][2]);
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rgb.b = (rin * ccm[2][0]) + (gin * ccm[2][1]) + (bin * ccm[2][2]);
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gl_FragColor.rgb = rgb;
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#if defined (SWAP_BLUE)
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gl_FragColor = vec4(rgb.bgr, 1.0);
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#else
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gl_FragColor = vec4(rgb, 1.0);
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#endif
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}
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