Preparation for OpenGL ES
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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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