Add additional colormaps
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+5
-11
@@ -1,5 +1,6 @@
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uniform sampler2D qt_Texture0;
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uniform sampler3D lut_table;
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uniform sampler1DArray colormap;
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uniform vec3 mtf_param[3];
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uniform vec2 unit_scale;
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uniform bool bw;
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@@ -7,6 +8,7 @@ uniform bool invert;
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uniform bool srgb;
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uniform bool false_color;
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uniform int filtering;
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uniform int colormapIdx;
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in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 color;
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@@ -26,17 +28,9 @@ vec4 MTF(vec4 x, vec4 low, vec4 mid, vec4 high)
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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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float f = fract(color);
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return mix(pallete[i], pallete[i+1], f);// * (f * 0.5 + 0.5);
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color *= 255.0 / 256.0;
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color += 0.5 / 256.0;
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return texture(colormap, vec2(color, colormapIdx)).rgb;
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}
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vec3 checker()
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