Preparation for OpenGL ES
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@@ -1,5 +1,3 @@
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#version 330
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uniform sampler2D qt_Texture0;
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uniform ivec2 firstRed;
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in vec2 qt_TexCoord0;
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@@ -1,5 +1,3 @@
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#version 330
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uniform sampler2D qt_Texture0;
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in vec2 qt_Vertex;
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in vec2 qt_MultiTexCoord0;
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+3
-5
@@ -1,5 +1,3 @@
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#version 330
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uniform sampler2D qt_Texture0;
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uniform vec3 mtf_param[3];
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uniform vec2 unit_scale;
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@@ -22,7 +20,7 @@ vec4 MTF(vec4 x, vec4 low, vec4 mid, vec4 high)
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{
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x = (x - low) / (high - low);
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x = clamp(x, vec4(0.0), vec4(1.0));
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return ((mid - 1) * x) / ((2 * mid - 1) * x - mid);
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return ((mid - 1.0) * x) / ((2.0 * mid - 1.0) * x - mid);
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}
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vec3 falsecolor(float color)
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@@ -59,7 +57,7 @@ vec4 cubic(float v)
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vec4 textureBicubic(sampler2D sampler, vec2 texCoords)
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{
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vec2 texSize = textureSize(sampler, 0);
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vec2 texSize = vec2(textureSize(sampler, 0));
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vec2 invTexSize = 1.0 / texSize;
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texCoords = texCoords * texSize - 0.5;
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@@ -133,7 +131,7 @@ void main(void)
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switch(filtering)
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{
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case 0://nearest
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color = texelFetch(qt_Texture0, ivec2(qt_TexCoord0 * textureSize(qt_Texture0, 0)), 0);
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color = texelFetch(qt_Texture0, ivec2(qt_TexCoord0 * vec2(textureSize(qt_Texture0, 0))), 0);
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break;
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default:
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case 1://bilinear
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@@ -1,5 +1,3 @@
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#version 330
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uniform sampler2D qt_Texture0;
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in vec2 qt_Vertex;
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in vec2 qt_MultiTexCoord0;
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+1
-3
@@ -1,5 +1,3 @@
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#version 330
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uniform sampler2DArray qt_Texture0;
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uniform vec3 mtf_param[3];
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uniform bool invert;
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@@ -10,7 +8,7 @@ vec4 MTF(vec4 x, vec4 low, vec4 mid, vec4 high)
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{
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x = (x - low) / (high - low);
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x = clamp(x, vec4(0.0), vec4(1.0));
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return ((mid - 1) * x) / ((2 * mid - 1) * x - mid);
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return ((mid - 1.0) * x) / ((2.0 * mid - 1.0) * x - mid);
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}
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void main(void)
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+3
-5
@@ -1,5 +1,3 @@
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#version 330
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in vec2 qt_Vertex;
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in vec2 qt_MultiTexCoord0;
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in ivec3 imageSize_num;
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@@ -13,9 +11,9 @@ void main(void)
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{
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vec2 pos = qt_Vertex * 0.5;
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pos.y *= -1.0;
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pos = pos * imageSize_num.xy + thumb_size.x;
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pos = pos * vec2(imageSize_num.xy) + float(thumb_size.x);
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ivec2 off = ivec2(imageSize_num.z % viewport_row.z, imageSize_num.z / viewport_row.z) * thumb_size.yz;
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gl_Position = mvp * vec4(pos - offset + off, 0.0, 1.0);
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qt_TexCoord0 = vec3(qt_MultiTexCoord0, imageSize_num.z + 0.1);
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gl_Position = mvp * vec4(pos - offset + vec2(off), 0.0, 1.0);
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qt_TexCoord0 = vec3(qt_MultiTexCoord0, float(imageSize_num.z) + 0.1);
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}
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