From 2c9711e213679e11bea1b0e86bb46af442b22ee0 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Sun, 14 Oct 2012 19:32:53 +0200 Subject: [PATCH] Convert from our home-grown matrices to Eigen all over. --- colorspace_conversion_effect.cpp | 96 ++++++++++++++------------------ effect.cpp | 8 ++- effect.h | 4 +- util.cpp | 61 ++++++-------------- util.h | 18 ++---- white_balance_effect.cpp | 94 ++++++++++++++----------------- ycbcr_input.cpp | 39 ++++++------- 7 files changed, 132 insertions(+), 188 deletions(-) diff --git a/colorspace_conversion_effect.cpp b/colorspace_conversion_effect.cpp index ca1661b..3f075d2 100644 --- a/colorspace_conversion_effect.cpp +++ b/colorspace_conversion_effect.cpp @@ -1,8 +1,12 @@ #include +#include + #include "colorspace_conversion_effect.h" #include "util.h" +using namespace Eigen; + // Color coordinates from Rec. 709; sRGB uses the same primaries. double rec709_x_R = 0.640, rec709_x_G = 0.300, rec709_x_B = 0.150; double rec709_y_R = 0.330, rec709_y_G = 0.600, rec709_y_B = 0.060; @@ -24,13 +28,10 @@ ColorspaceConversionEffect::ColorspaceConversionEffect() register_int("destination_space", (int *)&destination_space); } -void get_xyz_matrix(Colorspace space, Matrix3x3 m) +Matrix3d get_xyz_matrix(Colorspace space) { if (space == COLORSPACE_XYZ) { - m[0] = 1.0f; m[3] = 0.0f; m[6] = 0.0f; - m[1] = 0.0f; m[4] = 1.0f; m[7] = 0.0f; - m[2] = 0.0f; m[5] = 0.0f; m[8] = 1.0f; - return; + return Matrix3d::Identity(); } double x_R, x_G, x_B; @@ -60,9 +61,11 @@ void get_xyz_matrix(Colorspace space, Matrix3x3 m) // Find the XYZ coordinates of D65 (white point for both Rec. 601 and 709), // normalized so that Y=1. - double d65_X = d65_x / d65_y; - double d65_Y = 1.0; - double d65_Z = (1.0 - d65_x - d65_y) / d65_y; + Vector3d d65_XYZ( + d65_x / d65_y, + 1.0, + (1.0 - d65_x - d65_y) / d65_y + ); // We have, for each primary (example is with red): // @@ -91,34 +94,37 @@ void get_xyz_matrix(Colorspace space, Matrix3x3 m) // // Which we can solve for (Y_R, Y_G, Y_B) by inverting a 3x3 matrix. - Matrix3x3 temp, inverted; - temp[0] = x_R / y_R; - temp[3] = x_G / y_G; - temp[6] = x_B / y_B; + Matrix3d temp; + temp(0,0) = x_R / y_R; + temp(0,1) = x_G / y_G; + temp(0,2) = x_B / y_B; - temp[1] = 1.0; - temp[4] = 1.0; - temp[7] = 1.0; + temp(1,0) = 1.0; + temp(1,1) = 1.0; + temp(1,2) = 1.0; - temp[2] = z_R / y_R; - temp[5] = z_G / y_G; - temp[8] = z_B / y_B; + temp(2,0) = z_R / y_R; + temp(2,1) = z_G / y_G; + temp(2,2) = z_B / y_B; - invert_3x3_matrix(temp, inverted); - float Y_R, Y_G, Y_B; - multiply_3x3_matrix_float3(inverted, d65_X, d65_Y, d65_Z, &Y_R, &Y_G, &Y_B); + Vector3d Y_RGB = temp.inverse() * d65_XYZ; // Now convert xyY -> XYZ. - double X_R = temp[0] * Y_R; - double Z_R = temp[2] * Y_R; - double X_G = temp[3] * Y_G; - double Z_G = temp[5] * Y_G; - double X_B = temp[6] * Y_B; - double Z_B = temp[8] * Y_B; - - m[0] = X_R; m[3] = X_G; m[6] = X_B; - m[1] = Y_R; m[4] = Y_G; m[7] = Y_B; - m[2] = Z_R; m[5] = Z_G; m[8] = Z_B; + double X_R = temp(0,0) * Y_RGB[0]; + double Z_R = temp(2,0) * Y_RGB[0]; + + double X_G = temp(0,1) * Y_RGB[1]; + double Z_G = temp(2,1) * Y_RGB[1]; + + double X_B = temp(0,2) * Y_RGB[2]; + double Z_B = temp(2,2) * Y_RGB[2]; + + Matrix3d m; + m(0,0) = X_R; m(0,1) = X_G; m(0,2) = X_B; + m(1,0) = Y_RGB[0]; m(1,1) = Y_RGB[1]; m(1,2) = Y_RGB[2]; + m(2,0) = Z_R; m(2,1) = Z_G; m(2,2) = Z_B; + + return m; } std::string ColorspaceConversionEffect::output_fragment_shader() @@ -129,26 +135,10 @@ std::string ColorspaceConversionEffect::output_fragment_shader() // // Since we right-multiply the RGB column vector, the matrix // concatenation order needs to be the opposite of the operation order. - Matrix3x3 m; - - Matrix3x3 source_space_to_xyz; - Matrix3x3 destination_space_to_xyz; - Matrix3x3 xyz_to_destination_space; - - get_xyz_matrix(source_space, source_space_to_xyz); - get_xyz_matrix(destination_space, destination_space_to_xyz); - invert_3x3_matrix(destination_space_to_xyz, xyz_to_destination_space); - - multiply_3x3_matrices(xyz_to_destination_space, source_space_to_xyz, m); - - char buf[1024]; - sprintf(buf, - "const mat3 PREFIX(conversion_matrix) = mat3(\n" - " %.8f, %.8f, %.8f,\n" - " %.8f, %.8f, %.8f,\n" - " %.8f, %.8f, %.8f);\n\n", - m[0], m[1], m[2], - m[3], m[4], m[5], - m[6], m[7], m[8]); - return buf + read_file("colorspace_conversion_effect.frag"); + Matrix3d source_space_to_xyz = get_xyz_matrix(source_space); + Matrix3d xyz_to_destination_space = get_xyz_matrix(destination_space).inverse(); + Matrix3d m = xyz_to_destination_space * source_space_to_xyz; + + return output_glsl_mat3("PREFIX(conversion_matrix)", m) + + read_file("colorspace_conversion_effect.frag"); } diff --git a/effect.cpp b/effect.cpp index 1847f48..9ff200b 100644 --- a/effect.cpp +++ b/effect.cpp @@ -68,7 +68,7 @@ void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, check_error(); } -void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 matrix) +void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Eigen::Matrix3d& matrix) { GLint location = get_uniform_location(glsl_program_num, prefix, key); if (location == -1) { @@ -78,8 +78,10 @@ void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const // Convert to float (GLSL has no double matrices). float matrixf[9]; - for (unsigned i = 0; i < 9; ++i) { - matrixf[i] = matrix[i]; + for (unsigned y = 0; y < 3; ++y) { + for (unsigned x = 0; x < 3; ++x) { + matrixf[y + x * 3] = matrix(y, x); + } } glUniformMatrix3fv(location, 1, GL_FALSE, matrixf); diff --git a/effect.h b/effect.h index 3a1fc9d..db0fa94 100644 --- a/effect.h +++ b/effect.h @@ -16,6 +16,8 @@ #include +#include + #include "opengl.h" #include "util.h" @@ -45,7 +47,7 @@ void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values); void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values); void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values); -void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 matrix); +void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Eigen::Matrix3d &matrix); class Effect { public: diff --git a/util.cpp b/util.cpp index 9eaa262..0d852e7 100644 --- a/util.cpp +++ b/util.cpp @@ -102,52 +102,25 @@ GLuint compile_shader(const std::string &shader_src, GLenum type) return obj; } -void multiply_3x3_matrices(const Matrix3x3 a, const Matrix3x3 b, Matrix3x3 result) +void print_3x3_matrix(const Eigen::Matrix3d& m) { - result[0] = a[0] * b[0] + a[3] * b[1] + a[6] * b[2]; - result[1] = a[1] * b[0] + a[4] * b[1] + a[7] * b[2]; - result[2] = a[2] * b[0] + a[5] * b[1] + a[8] * b[2]; - - result[3] = a[0] * b[3] + a[3] * b[4] + a[6] * b[5]; - result[4] = a[1] * b[3] + a[4] * b[4] + a[7] * b[5]; - result[5] = a[2] * b[3] + a[5] * b[4] + a[8] * b[5]; - - result[6] = a[0] * b[6] + a[3] * b[7] + a[6] * b[8]; - result[7] = a[1] * b[6] + a[4] * b[7] + a[7] * b[8]; - result[8] = a[2] * b[6] + a[5] * b[7] + a[8] * b[8]; -} - -void multiply_3x3_matrix_float3(const Matrix3x3 M, float x0, float x1, float x2, float *y0, float *y1, float *y2) -{ - *y0 = M[0] * x0 + M[3] * x1 + M[6] * x2; - *y1 = M[1] * x0 + M[4] * x1 + M[7] * x2; - *y2 = M[2] * x0 + M[5] * x1 + M[8] * x2; -} - -void invert_3x3_matrix(const Matrix3x3 m, Matrix3x3 result) -{ - double inv_det = 1.0 / ( - m[6] * m[1] * m[5] - m[6] * m[2] * m[4] - - m[3] * m[1] * m[8] + m[3] * m[2] * m[7] + - m[0] * m[4] * m[8] - m[0] * m[5] * m[7]); - - result[0] = inv_det * (m[4] * m[8] - m[5] * m[7]); - result[1] = inv_det * (m[2] * m[7] - m[1] * m[8]); - result[2] = inv_det * (m[1] * m[5] - m[2] * m[4]); - - result[3] = inv_det * (m[6] * m[5] - m[3] * m[8]); - result[4] = inv_det * (m[0] * m[8] - m[6] * m[2]); - result[5] = inv_det * (m[3] * m[2] - m[0] * m[5]); - - result[6] = inv_det * (m[3] * m[7] - m[6] * m[4]); - result[7] = inv_det * (m[6] * m[1] - m[0] * m[7]); - result[8] = inv_det * (m[0] * m[4] - m[3] * m[1]); + printf("%6.4f %6.4f %6.4f\n", m(0,0), m(0,1), m(0,2)); + printf("%6.4f %6.4f %6.4f\n", m(1,0), m(1,1), m(1,2)); + printf("%6.4f %6.4f %6.4f\n", m(2,0), m(2,1), m(2,2)); + printf("\n"); } -void print_3x3_matrix(const Matrix3x3 m) +std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m) { - printf("%6.4f %6.4f %6.4f\n", m[0], m[3], m[6]); - printf("%6.4f %6.4f %6.4f\n", m[1], m[4], m[7]); - printf("%6.4f %6.4f %6.4f\n", m[2], m[5], m[8]); - printf("\n"); + char buf[1024]; + sprintf(buf, + "const mat3 %s = mat3(\n" + " %.8f, %.8f, %.8f,\n" + " %.8f, %.8f, %.8f,\n" + " %.8f, %.8f, %.8f);\n\n", + name.c_str(), + m(0,0), m(1,0), m(2,0), + m(0,1), m(1,1), m(2,1), + m(0,2), m(1,2), m(2,2)); + return buf; } diff --git a/util.h b/util.h index 4834bbd..b53bac7 100644 --- a/util.h +++ b/util.h @@ -7,6 +7,7 @@ #include #include +#include #include "opengl.h" @@ -19,9 +20,6 @@ void hsv2rgb(float h, float s, float v, float *r, float *g, float *b); // (ie. color luminance is as if S=0). void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b); -// Column major (same as OpenGL). -typedef double Matrix3x3[9]; - // Read a file from disk and return its contents. // Dies if the file does not exist. std::string read_file(const std::string &filename); @@ -30,17 +28,11 @@ std::string read_file(const std::string &filename); // and return the object number. GLuint compile_shader(const std::string &shader_src, GLenum type); -// Compute a * b. -void multiply_3x3_matrices(const Matrix3x3 a, const Matrix3x3 b, Matrix3x3 result); - -// Compute M * [x0 x1 x2]'. -void multiply_3x3_matrix_float3(const Matrix3x3 M, float x0, float x1, float x2, float *y0, float *y1, float *y2); - -// Compute m^-1. Result is undefined if the matrix is singular or near-singular. -void invert_3x3_matrix(const Matrix3x3 m, Matrix3x3 result); - // Print a 3x3 matrix to standard output. Useful for debugging. -void print_3x3_matrix(const Matrix3x3 m); +void print_3x3_matrix(const Eigen::Matrix3d &m); + +// Output a GLSL 3x3 matrix declaration. +std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m); #ifdef NDEBUG #define check_error() diff --git a/white_balance_effect.cpp b/white_balance_effect.cpp index 6612120..d022984 100644 --- a/white_balance_effect.cpp +++ b/white_balance_effect.cpp @@ -1,42 +1,44 @@ #include #include +#include + #include "white_balance_effect.h" #include "util.h" #include "opengl.h" +using namespace Eigen; + namespace { // Temperature is in Kelvin. Formula from http://en.wikipedia.org/wiki/Planckian_locus#Approximation . -void convert_color_temperature_to_xyz(float T, float *x, float *y, float *z) +Vector3d convert_color_temperature_to_xyz(float T) { double invT = 1.0 / T; - double xc, yc; + double x, y; assert(T >= 1000.0f); assert(T <= 15000.0f); if (T <= 4000.0f) { - xc = ((-0.2661239e9 * invT - 0.2343580e6) * invT + 0.8776956e3) * invT + 0.179910; + x = ((-0.2661239e9 * invT - 0.2343580e6) * invT + 0.8776956e3) * invT + 0.179910; } else { - xc = ((-3.0258469e9 * invT + 2.1070379e6) * invT + 0.2226347e3) * invT + 0.240390; + x = ((-3.0258469e9 * invT + 2.1070379e6) * invT + 0.2226347e3) * invT + 0.240390; } if (T <= 2222.0f) { - yc = ((-1.1063814 * xc - 1.34811020) * xc + 2.18555832) * xc - 0.20219683; + y = ((-1.1063814 * x - 1.34811020) * x + 2.18555832) * x - 0.20219683; } else if (T <= 4000.0f) { - yc = ((-0.9549476 * xc - 1.37418593) * xc + 2.09137015) * xc - 0.16748867; + y = ((-0.9549476 * x - 1.37418593) * x + 2.09137015) * x - 0.16748867; } else { - yc = (( 3.0817580 * xc - 5.87338670) * xc + 3.75112997) * xc - 0.37001483; + y = (( 3.0817580 * x - 5.87338670) * x + 3.75112997) * x - 0.37001483; } - *x = xc; - *y = yc; - *z = 1.0 - xc - yc; + return Vector3d(x, y, 1.0 - x - y); } // Assuming sRGB primaries, from Wikipedia. -static const Matrix3x3 rgb_to_xyz_matrix = { +double rgb_to_xyz_matrix[9] = { 0.4124, 0.2126, 0.0193, 0.3576, 0.7152, 0.1192, 0.1805, 0.0722, 0.9505, @@ -54,7 +56,7 @@ static const Matrix3x3 rgb_to_xyz_matrix = { * in the first place) assumes the D65 illuminant, and so the D65 illuminant * also gives R=G=B in sRGB. */ -static const Matrix3x3 xyz_to_lms_matrix = { +const double xyz_to_lms_matrix[9] = { 0.4002, -0.2263, 0.0, 0.7076, 1.1653, 0.0, -0.0808, 0.0457, 0.9182, @@ -70,14 +72,18 @@ static const Matrix3x3 xyz_to_lms_matrix = { * for the reference color. Since L'=M'=S' and the Y row of the LMS-to-XYZ matrix * sums to unity, we know that Y'=L', and it's easy to find the fL that sets Y'=Y. */ -static void compute_lms_scaling_factors(float x, float y, float z, float *scale_l, float *scale_m, float *scale_s) +Vector3d compute_lms_scaling_factors(const Vector3d &xyz) { - float l, m, s; - multiply_3x3_matrix_float3(xyz_to_lms_matrix, x, y, z, &l, &m, &s); + Vector3d lms = Map(xyz_to_lms_matrix) * xyz; + double l = lms[0]; + double m = lms[1]; + double s = lms[2]; + + double scale_l = xyz[1] / l; + double scale_m = scale_l * (l / m); + double scale_s = scale_l * (l / s); - *scale_l = y / l; - *scale_m = *scale_l * (l / m); - *scale_s = *scale_l * (l / s); + return Vector3d(scale_l, scale_m, scale_s); } } // namespace @@ -97,14 +103,9 @@ std::string WhiteBalanceEffect::output_fragment_shader() void WhiteBalanceEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) { - float x, y, z; - multiply_3x3_matrix_float3(rgb_to_xyz_matrix, neutral_color.r, neutral_color.g, neutral_color.b, &x, &y, &z); - - float l, m, s; - multiply_3x3_matrix_float3(xyz_to_lms_matrix, x, y, z, &l, &m, &s); - - float l_scale, m_scale, s_scale; - compute_lms_scaling_factors(x, y, z, &l_scale, &m_scale, &s_scale); + Vector3d rgb(neutral_color.r, neutral_color.g, neutral_color.b); + Vector3d xyz = Map(rgb_to_xyz_matrix) * rgb; + Vector3d lms_scale = compute_lms_scaling_factors(xyz); /* * Now apply the color balance. Simply put, we find the chromacity point @@ -114,37 +115,26 @@ void WhiteBalanceEffect::set_gl_state(GLuint glsl_program_num, const std::string * since the D65 illuminant does not exactly match the results of T=6500K); * we normalize so that T=6500K really is a no-op. */ - float white_x, white_y, white_z, l_scale_white, m_scale_white, s_scale_white; - convert_color_temperature_to_xyz(output_color_temperature, &white_x, &white_y, &white_z); - compute_lms_scaling_factors(white_x, white_y, white_z, &l_scale_white, &m_scale_white, &s_scale_white); - - float ref_x, ref_y, ref_z, l_scale_ref, m_scale_ref, s_scale_ref; - convert_color_temperature_to_xyz(6500.0f, &ref_x, &ref_y, &ref_z); - compute_lms_scaling_factors(ref_x, ref_y, ref_z, &l_scale_ref, &m_scale_ref, &s_scale_ref); - - l_scale *= l_scale_ref / l_scale_white; - m_scale *= m_scale_ref / m_scale_white; - s_scale *= s_scale_ref / s_scale_white; + Vector3d white_xyz = convert_color_temperature_to_xyz(output_color_temperature); + Vector3d lms_scale_white = compute_lms_scaling_factors(white_xyz); + + Vector3d ref_xyz = convert_color_temperature_to_xyz(6500.0f); + Vector3d lms_scale_ref = compute_lms_scaling_factors(ref_xyz); + + lms_scale[0] *= lms_scale_ref[0] / lms_scale_white[0]; + lms_scale[1] *= lms_scale_ref[1] / lms_scale_white[1]; + lms_scale[2] *= lms_scale_ref[2] / lms_scale_white[2]; /* * Concatenate all the different linear operations into a single 3x3 matrix. * Note that since we postmultiply our vectors, the order of the matrices * has to be the opposite of the execution order. */ - Matrix3x3 lms_to_xyz_matrix, xyz_to_rgb_matrix; - invert_3x3_matrix(xyz_to_lms_matrix, lms_to_xyz_matrix); - invert_3x3_matrix(rgb_to_xyz_matrix, xyz_to_rgb_matrix); - - Matrix3x3 temp, temp2, corr_matrix; - Matrix3x3 lms_scale_matrix = { - l_scale, 0.0f, 0.0f, - 0.0f, m_scale, 0.0f, - 0.0f, 0.0f, s_scale, - }; - multiply_3x3_matrices(xyz_to_rgb_matrix, lms_to_xyz_matrix, temp); - multiply_3x3_matrices(temp, lms_scale_matrix, temp2); - multiply_3x3_matrices(temp2, xyz_to_lms_matrix, temp); - multiply_3x3_matrices(temp, rgb_to_xyz_matrix, corr_matrix); - + Matrix3d corr_matrix = + Map(rgb_to_xyz_matrix).inverse() * + Map(xyz_to_lms_matrix).inverse() * + lms_scale.asDiagonal() * + Map(xyz_to_lms_matrix) * + Map(rgb_to_xyz_matrix); set_uniform_mat3(glsl_program_num, prefix, "correction_matrix", corr_matrix); } diff --git a/ycbcr_input.cpp b/ycbcr_input.cpp index 8d58c7d..b1ad4ac 100644 --- a/ycbcr_input.cpp +++ b/ycbcr_input.cpp @@ -1,10 +1,14 @@ #include #include +#include + #include "ycbcr_input.h" #include "util.h" #include "opengl.h" +using namespace Eigen; + YCbCrInput::YCbCrInput(const ImageFormat &image_format, const YCbCrFormat &ycbcr_format, unsigned width, unsigned height) @@ -175,38 +179,29 @@ std::string YCbCrInput::output_fragment_shader() } // Matrix to convert RGB to YCbCr. See e.g. Rec. 601. - Matrix3x3 rgb_to_ycbcr; - rgb_to_ycbcr[0] = coeff[0]; - rgb_to_ycbcr[3] = coeff[1]; - rgb_to_ycbcr[6] = coeff[2]; + Matrix3d rgb_to_ycbcr; + rgb_to_ycbcr(0,0) = coeff[0]; + rgb_to_ycbcr(0,1) = coeff[1]; + rgb_to_ycbcr(0,2) = coeff[2]; float cb_fac = (224.0 / 219.0) / (coeff[0] + coeff[1] + 1.0f - coeff[2]); - rgb_to_ycbcr[1] = -coeff[0] * cb_fac; - rgb_to_ycbcr[4] = -coeff[1] * cb_fac; - rgb_to_ycbcr[7] = (1.0f - coeff[2]) * cb_fac; + rgb_to_ycbcr(1,0) = -coeff[0] * cb_fac; + rgb_to_ycbcr(1,1) = -coeff[1] * cb_fac; + rgb_to_ycbcr(1,2) = (1.0f - coeff[2]) * cb_fac; float cr_fac = (224.0 / 219.0) / (1.0f - coeff[0] + coeff[1] + coeff[2]); - rgb_to_ycbcr[2] = (1.0f - coeff[0]) * cr_fac; - rgb_to_ycbcr[5] = -coeff[1] * cr_fac; - rgb_to_ycbcr[8] = -coeff[2] * cr_fac; + rgb_to_ycbcr(2,0) = (1.0f - coeff[0]) * cr_fac; + rgb_to_ycbcr(2,1) = -coeff[1] * cr_fac; + rgb_to_ycbcr(2,2) = -coeff[2] * cr_fac; // Inverting the matrix gives us what we need to go from YCbCr back to RGB. - Matrix3x3 ycbcr_to_rgb; - invert_3x3_matrix(rgb_to_ycbcr, ycbcr_to_rgb); + Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse(); std::string frag_shader; - char buf[1024]; - sprintf(buf, - "const mat3 PREFIX(inv_ycbcr_matrix) = mat3(\n" - " %.8f, %.8f, %.8f,\n" - " %.8f, %.8f, %.8f,\n" - " %.8f, %.8f, %.8f);\n", - ycbcr_to_rgb[0], ycbcr_to_rgb[1], ycbcr_to_rgb[2], - ycbcr_to_rgb[3], ycbcr_to_rgb[4], ycbcr_to_rgb[5], - ycbcr_to_rgb[6], ycbcr_to_rgb[7], ycbcr_to_rgb[8]); - frag_shader = buf; + frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb); + char buf[256]; sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n", offset[0], offset[1], offset[2]); frag_shader += buf; -- 2.39.2