Rework stretch to use just MTF

This commit is contained in:
2022-04-06 13:12:47 +02:00
parent 31783dbdeb
commit 2ff1b993a1
8 changed files with 93 additions and 135 deletions
+9 -30
View File
@@ -2,43 +2,22 @@
uniform sampler2D qt_Texture0;
varying vec2 qt_TexCoord0;
uniform vec2 scale;
uniform float a;
uniform int stretch;
uniform vec3 mtf_param;
uniform bool bw;
vec4 MTF(vec4 x, vec3 m)
{
x = (x - m.x) / (m.z - m.x);
x = clamp(x, vec4(0.0), vec4(1.0));
return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
}
void main(void)
{
vec4 color = texture2D(qt_Texture0, qt_TexCoord0);
if(bw)color = color.rrra;
color = color*scale.x + scale.y;
color = max(color, vec4(0.0f));
color = MTF(color, mtf_param);
switch(stretch)
{
case 0:
break;
case 1:
color = sqrt(color);
break;
case 2:
color = pow(color, vec4(a));
break;
case 3:
color = log(a*color + 1.0) / log(vec4(a+1));
break;
case 4:
{
//float l = color.r*0.2126f + color.g*0.7152f + color.b*0.0722f;
float l = (color.r+color.g+color.b)*0.33333;
float k = asinh(l*a)/(l*asinh(a));
color *= k;
}
break;
}
//color = color*scale.x + scale.y;
//float color = pow(c, 0.4545);
if(any(lessThan(qt_TexCoord0, vec2(0.0))) || any(greaterThan(qt_TexCoord0, vec2(1.0))))
color = vec4(0.0);
gl_FragColor = color;