Specify layout index in shader
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@@ -425,7 +425,7 @@ void ImageWidget::initializeGL()
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m_program = std::unique_ptr<QOpenGLShaderProgram>(new QOpenGLShaderProgram);
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m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/image.vert");
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m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/image.frag");
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if(f3)f3->glBindFragDataLocation(m_program->programId(), 0, "color");
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if(!m_program->link())
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{
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qDebug() << "Link failed" << m_program->log();
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@@ -442,7 +442,7 @@ void ImageWidget::initializeGL()
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m_debayerProgram = std::unique_ptr<QOpenGLShaderProgram>(new QOpenGLShaderProgram);
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m_debayerProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/debayer.vert");
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m_debayerProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/debayer.frag");
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if(f3)f3->glBindFragDataLocation(m_debayerProgram->programId(), 0, "color");
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m_debayerProgram->bind();
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m_debayerProgram->enableAttributeArray("qt_Vertex");
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m_debayerProgram->setAttributeBuffer("qt_Vertex", GL_FLOAT, 0, 2, sizeof(float)*4);
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@@ -459,7 +459,7 @@ void ImageWidget::initializeGL()
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m_thumbnailProgram = std::unique_ptr<QOpenGLShaderProgram>(new QOpenGLShaderProgram);
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m_thumbnailProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/thumb.vert");
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m_thumbnailProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/thumb.frag");
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if(f3)f3->glBindFragDataLocation(m_thumbnailProgram->programId(), 0, "color");
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m_thumbnailProgram->bind();
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m_thumbnailProgram->enableAttributeArray("qt_Vertex");
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m_thumbnailProgram->setAttributeBuffer("qt_Vertex", GL_FLOAT, 0, 2, sizeof(float)*4);
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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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