Fix for nVidia
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+3
-3
@@ -1,9 +1,10 @@
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#version 130
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uniform sampler2D qt_Texture0;
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varying vec2 qt_TexCoord0;
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out vec2 qt_TexCoord0;
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uniform vec3 mtf_param;
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uniform bool bw;
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out vec4 color;
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vec4 MTF(vec4 x, vec3 m)
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{
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@@ -14,11 +15,10 @@ vec4 MTF(vec4 x, vec3 m)
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void main(void)
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{
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vec4 color = texture2D(qt_Texture0, qt_TexCoord0);
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color = texture2D(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(any(lessThan(qt_TexCoord0, vec2(0.0))) || any(greaterThan(qt_TexCoord0, vec2(1.0))))
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color = vec4(0.0);
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gl_FragColor = color;
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}
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