Preparation for OpenGL ES
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@@ -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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