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-rw-r--r--system/shaders/yuv2rgb_basic.glsl5
1 files changed, 4 insertions, 1 deletions
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)