Add false color rendering
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@@ -5,6 +5,7 @@ uniform vec3 mtf_param;
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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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@@ -23,6 +24,20 @@ vec4 MTF(vec4 x, vec3 m)
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return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
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}
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vec3 falsecolor(float color)
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{
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const vec3 pallete[] = vec3[](
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vec3(1.0, 0.0, 1.0), //magneta
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vec3(0.0, 0.0, 1.0), //blue
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vec3(0.0, 1.0, 1.0), //cyan
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vec3(0.0, 1.0, 0.0), //green
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vec3(1.0, 1.0, 0.0), //yellow
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vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0));//red
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color *= 5.0;
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int i = int(color);
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return mix(pallete[i], pallete[i+1], fract(color));
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}
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vec3 checker()
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{
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vec2 pattern = fract(gl_FragCoord.xy * 0.0625) - 0.5;
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@@ -34,6 +49,7 @@ void main(void)
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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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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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