Prepare for three channels STF
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+5
-8
@@ -1,12 +1,11 @@
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#version 330
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uniform sampler2D qt_Texture0;
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uniform vec3 mtf_param;
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uniform vec3 mtf_param[3];
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uniform bool bw;
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uniform bool invert;
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uniform bool srgb;
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uniform bool false_color;
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uniform vec3 whiteBalance;
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in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 color;
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@@ -17,11 +16,11 @@ vec3 Linear2sRGB(vec3 color)
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greaterThan(color, vec3(0.0031308)));
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}
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vec4 MTF(vec4 x, vec3 m)
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vec4 MTF(vec4 x, vec4 low, vec4 mid, vec4 high)
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{
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x = (x - m.x) / (m.z - m.x);
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x = (x - low) / (high - low);
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x = clamp(x, vec4(0.0), vec4(1.0));
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return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
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return ((mid - 1) * x) / ((2 * mid - 1) * x - mid);
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}
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vec3 falsecolor(float color)
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@@ -48,7 +47,7 @@ void main(void)
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{
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color = texture(qt_Texture0, qt_TexCoord0);
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if(bw)color = color.rrra;
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color = MTF(color, mtf_param);
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color = MTF(color, vec4(mtf_param[0], 0.0), vec4(mtf_param[1], 0.5), vec4(mtf_param[2], 1.0));
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if(false_color)color.rgb = falsecolor(color.r);
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if(invert)color.rgb = vec3(1.0) - color.rgb;
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@@ -57,8 +56,6 @@ void main(void)
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if(srgb)color.rgb = Linear2sRGB(color.rgb);
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color.rgb *= whiteBalance;
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if(any(lessThan(qt_TexCoord0, vec2(0.0))) || any(greaterThan(qt_TexCoord0, vec2(1.0))))
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color = vec4(0.0, 0.0, 0.0, 1.0);
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+5
-5
@@ -1,22 +1,22 @@
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#version 330
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uniform sampler2DArray qt_Texture0;
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uniform vec3 mtf_param;
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uniform vec3 mtf_param[3];
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uniform bool invert;
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in vec3 qt_TexCoord0;
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layout(location = 0) out vec4 color;
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vec4 MTF(vec4 x, vec3 m)
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vec4 MTF(vec4 x, vec4 low, vec4 mid, vec4 high)
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{
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x = (x - m.x) / (m.z - m.x);
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x = (x - low) / (high - low);
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x = clamp(x, vec4(0.0), vec4(1.0));
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return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
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return ((mid - 1) * x) / ((2 * mid - 1) * x - mid);
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}
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void main(void)
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{
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color = texture(qt_Texture0, qt_TexCoord0);
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color = MTF(color, mtf_param);
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color = MTF(color, vec4(mtf_param[0], 0.0), vec4(mtf_param[1], 0.5), vec4(mtf_param[2], 1.0));
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if(invert)color = vec4(1.0) - color;
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color.a = 1.0;
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}
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