diff options
author | jmarshallnz <jmarshallnz@svn> | 2010-03-06 02:34:23 +0000 |
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committer | jmarshallnz <jmarshallnz@svn> | 2010-03-06 02:34:23 +0000 |
commit | 7be31184acd2a7d7034fe47cd3e4c1ac441b2d92 (patch) | |
tree | 08bfee530b02510e2c0e942df8d200c4cc3755bb /system | |
parent | 2b9fbb42715889949aab732de8dbf6f99f799a1e (diff) |
changed: Clarified the transform for non-linear stretching, and split actual stretching between linear and non-linear
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28416 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system')
-rw-r--r-- | system/shaders/convolution-4x4.glsl | 5 | ||||
-rw-r--r-- | system/shaders/convolution-6x6.glsl | 5 | ||||
-rw-r--r-- | system/shaders/stretch.glsl | 5 | ||||
-rw-r--r-- | system/shaders/yuv2rgb_basic.glsl | 5 |
4 files changed, 16 insertions, 4 deletions
diff --git a/system/shaders/convolution-4x4.glsl b/system/shaders/convolution-4x4.glsl index 62db84a976..7dc88f11f1 100644 --- a/system/shaders/convolution-4x4.glsl +++ b/system/shaders/convolution-4x4.glsl @@ -32,8 +32,11 @@ half4 weight(float pos) #define POSITION(pos) stretch(pos) vec2 stretch(vec2 pos) { + // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. + // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 + // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) float x = pos.x - 0.5; - return vec2(mix(x, x * abs(x) * 2.0, m_stretch) + 0.5, pos.y); + return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y); } #else #define POSITION(pos) (pos) diff --git a/system/shaders/convolution-6x6.glsl b/system/shaders/convolution-6x6.glsl index 9197ebb34f..76ea02e24b 100644 --- a/system/shaders/convolution-6x6.glsl +++ b/system/shaders/convolution-6x6.glsl @@ -32,8 +32,11 @@ half3 weight(float pos) #define POSITION(pos) stretch(pos) vec2 stretch(vec2 pos) { + // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. + // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 + // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) float x = pos.x - 0.5; - return vec2(mix(x, x * abs(x) * 2.0, m_stretch) + 0.5, pos.y); + return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y); } #else #define POSITION(pos) (pos) diff --git a/system/shaders/stretch.glsl b/system/shaders/stretch.glsl index 2e368563e0..ac7ddd9783 100644 --- a/system/shaders/stretch.glsl +++ b/system/shaders/stretch.glsl @@ -3,8 +3,11 @@ uniform float m_stretch; vec2 stretch(vec2 pos) { + // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. + // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 + // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) float x = pos.x - 0.5; - return vec2(mix(x, x * abs(x) * 2.0, m_stretch) + 0.5, pos.y); + return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y); } void main() diff --git a/system/shaders/yuv2rgb_basic.glsl b/system/shaders/yuv2rgb_basic.glsl index 6841d5f0f8..1527a7a4d1 100644 --- a/system/shaders/yuv2rgb_basic.glsl +++ b/system/shaders/yuv2rgb_basic.glsl @@ -19,8 +19,11 @@ uniform float m_stretch; #define POSITION(pos) stretch(pos) vec2 stretch(vec2 pos) { + // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. + // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 + // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) float x = pos.x - 0.5; - return vec2(mix(x, x * abs(x) * 2.0, m_stretch) + 0.5, pos.y); + return vec2(mix(2.0 * x * abs(x), x, m_stretch) + 0.5, pos.y); } #else #define POSITION(pos) (pos) |