Specify layout index in shader
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@@ -3,7 +3,7 @@
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uniform sampler2D qt_Texture0;
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in vec2 qt_TexCoord0;
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in vec2 center;
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out vec4 color;
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layout(location = 0) out vec4 color;
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#define f(x, y) texelFetch(qt_Texture0, icenter + ivec2(x, y), 0).r
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+1
-1
@@ -7,7 +7,7 @@ uniform bool invert;
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uniform bool srgb;
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uniform vec3 whiteBalance;
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in vec2 qt_TexCoord0;
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out vec4 color;
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layout(location = 0) out vec4 color;
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vec3 Linear2sRGB(vec3 color)
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{
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+1
-1
@@ -4,7 +4,7 @@ uniform sampler2DArray qt_Texture0;
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uniform vec3 mtf_param;
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uniform bool invert;
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in vec3 qt_TexCoord0;
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out vec4 color;
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layout(location = 0) out vec4 color;
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vec4 MTF(vec4 x, vec3 m)
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{
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