Update METADATA to add clang-format
requirement for glsl files
also ran clang-format for good measure PiperOrigin-RevId: 600759938
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@ -22,6 +22,6 @@ uniform float uAlphaScale;
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varying vec2 vTexSamplingCoord;
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varying vec2 vTexSamplingCoord;
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void main() {
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void main() {
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vec4 src = texture2D(uTexSampler, vTexSamplingCoord);
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vec4 src = texture2D(uTexSampler, vTexSamplingCoord);
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gl_FragColor = vec4(src.rgb, src.a * uAlphaScale);
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gl_FragColor = vec4(src.rgb, src.a * uAlphaScale);
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}
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}
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@ -20,6 +20,4 @@ precision mediump float;
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uniform sampler2D uTexSampler;
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uniform sampler2D uTexSampler;
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varying vec2 vTexSamplingCoord;
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varying vec2 vTexSamplingCoord;
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void main() {
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void main() { gl_FragColor = texture2D(uTexSampler, vTexSamplingCoord); }
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gl_FragColor = texture2D(uTexSampler, vTexSamplingCoord);
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}
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@ -156,7 +156,7 @@ highp vec3 applyPqBt2020ToBt709Ootf(highp vec3 linearRgbBt2020) {
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const float maxInputLuminance = maxMasteringLuminance;
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const float maxInputLuminance = maxMasteringLuminance;
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const float maxOutputLuminance = sdrMaxLuminance;
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const float maxOutputLuminance = sdrMaxLuminance;
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highp vec3 color = linearRgbBt2020 * pqMaxLuminance; // Scale luminance.
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highp vec3 color = linearRgbBt2020 * pqMaxLuminance; // Scale luminance.
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float nits = color.y;
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float nits = color.y;
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nits = clamp(nits, 0.0, maxInputLuminance);
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nits = clamp(nits, 0.0, maxInputLuminance);
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@ -182,19 +182,20 @@ highp vec3 applyPqBt2020ToBt709Ootf(highp vec3 linearRgbBt2020) {
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} else if (nits < x2) {
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} else if (nits < x2) {
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// Scale [x1, x2] to [y1, y2] using Hermite interpolation.
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// Scale [x1, x2] to [y1, y2] using Hermite interpolation.
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float t = (nits - x1) / h12;
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float t = (nits - x1) / h12;
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nits = (y1 * (1.0 + 2.0 * t) + h12 * m1 * t) * (1.0 - t) * (1.0 - t)
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nits = (y1 * (1.0 + 2.0 * t) + h12 * m1 * t) * (1.0 - t) * (1.0 - t) +
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+ (y2 * (3.0 - 2.0 * t) + h12 * m2 * (t - 1.0)) * t * t;
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(y2 * (3.0 - 2.0 * t) + h12 * m2 * (t - 1.0)) * t * t;
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} else {
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} else {
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// Scale [x2, maxInputLuminance] to [y2, maxOutputLuminance] using
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// Scale [x2, maxInputLuminance] to [y2, maxOutputLuminance] using
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// Hermite interpolation.
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// Hermite interpolation.
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float t = (nits - x2) / h23;
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float t = (nits - x2) / h23;
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nits = (y2 * (1.0 + 2.0 * t) + h23 * m2 * t) * (1.0 - t) * (1.0 - t)
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nits =
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+ (maxOutputLuminance * (3.0 - 2.0 * t) + h23 * m3 * (t - 1.0)) * t * t;
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(y2 * (1.0 + 2.0 * t) + h23 * m2 * t) * (1.0 - t) * (1.0 - t) +
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(maxOutputLuminance * (3.0 - 2.0 * t) + h23 * m3 * (t - 1.0)) * t * t;
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}
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}
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// color.y is greater than 0 and is thus non-zero.
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// color.y is greater than 0 and is thus non-zero.
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color = color * (nits / color.y);
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color = color * (nits / color.y);
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return color / sdrMaxLuminance; // Normalize luminance.
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return color / sdrMaxLuminance; // Normalize luminance.
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}
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}
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highp vec3 applyBt2020ToBt709Ootf(highp vec3 linearRgbBt2020) {
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highp vec3 applyBt2020ToBt709Ootf(highp vec3 linearRgbBt2020) {
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@ -148,7 +148,7 @@ highp vec3 applyPqBt2020ToBt709Ootf(highp vec3 linearRgbBt2020) {
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const float maxInputLuminance = maxMasteringLuminance;
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const float maxInputLuminance = maxMasteringLuminance;
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const float maxOutputLuminance = sdrMaxLuminance;
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const float maxOutputLuminance = sdrMaxLuminance;
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highp vec3 color = linearRgbBt2020 * pqMaxLuminance; // Scale luminance.
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highp vec3 color = linearRgbBt2020 * pqMaxLuminance; // Scale luminance.
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float nits = color.y;
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float nits = color.y;
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nits = clamp(nits, 0.0, maxInputLuminance);
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nits = clamp(nits, 0.0, maxInputLuminance);
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@ -174,19 +174,20 @@ highp vec3 applyPqBt2020ToBt709Ootf(highp vec3 linearRgbBt2020) {
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} else if (nits < x2) {
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} else if (nits < x2) {
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// Scale [x1, x2] to [y1, y2] using Hermite interpolation.
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// Scale [x1, x2] to [y1, y2] using Hermite interpolation.
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float t = (nits - x1) / h12;
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float t = (nits - x1) / h12;
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nits = (y1 * (1.0 + 2.0 * t) + h12 * m1 * t) * (1.0 - t) * (1.0 - t)
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nits = (y1 * (1.0 + 2.0 * t) + h12 * m1 * t) * (1.0 - t) * (1.0 - t) +
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+ (y2 * (3.0 - 2.0 * t) + h12 * m2 * (t - 1.0)) * t * t;
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(y2 * (3.0 - 2.0 * t) + h12 * m2 * (t - 1.0)) * t * t;
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} else {
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} else {
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// Scale [x2, maxInputLuminance] to [y2, maxOutputLuminance] using
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// Scale [x2, maxInputLuminance] to [y2, maxOutputLuminance] using
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// Hermite interpolation.
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// Hermite interpolation.
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float t = (nits - x2) / h23;
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float t = (nits - x2) / h23;
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nits = (y2 * (1.0 + 2.0 * t) + h23 * m2 * t) * (1.0 - t) * (1.0 - t)
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nits =
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+ (maxOutputLuminance * (3.0 - 2.0 * t) + h23 * m3 * (t - 1.0)) * t * t;
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(y2 * (1.0 + 2.0 * t) + h23 * m2 * t) * (1.0 - t) * (1.0 - t) +
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(maxOutputLuminance * (3.0 - 2.0 * t) + h23 * m3 * (t - 1.0)) * t * t;
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}
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}
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// color.y is greater than 0 and is thus non-zero.
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// color.y is greater than 0 and is thus non-zero.
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color = color * (nits / color.y);
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color = color * (nits / color.y);
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return color / sdrMaxLuminance; // Normalize luminance.
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return color / sdrMaxLuminance; // Normalize luminance.
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}
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}
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highp vec3 applyBt2020ToBt709Ootf(highp vec3 linearRgbBt2020) {
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highp vec3 applyBt2020ToBt709Ootf(highp vec3 linearRgbBt2020) {
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@ -21,15 +21,15 @@ uniform int uCount;
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varying vec2 vTexSamplingCoord;
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varying vec2 vTexSamplingCoord;
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void main() {
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void main() {
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// Translate the coordinates from -1,+1 to 0,+2.
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// Translate the coordinates from -1,+1 to 0,+2.
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float x = aFramePosition.x + 1.0;
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float x = aFramePosition.x + 1.0;
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// Offset the frame by its index times its width (2).
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// Offset the frame by its index times its width (2).
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x += float(uIndex) * 2.0;
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x += float(uIndex) * 2.0;
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// Shrink the frame to fit the thumbnail strip.
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// Shrink the frame to fit the thumbnail strip.
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x /= float(uCount);
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x /= float(uCount);
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// Translate the coordinates back to -1,+1.
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// Translate the coordinates back to -1,+1.
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x -= 1.0;
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x -= 1.0;
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gl_Position = vec4(x, aFramePosition.yzw);
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gl_Position = vec4(x, aFramePosition.yzw);
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vTexSamplingCoord = aFramePosition.xy * 0.5 + 0.5;
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vTexSamplingCoord = aFramePosition.xy * 0.5 + 0.5;
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}
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}
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