Move shaders to subdirectory

This commit is contained in:
2022-06-11 12:26:00 +02:00
parent dc6aa6baa8
commit e6749fc487
5 changed files with 4 additions and 6 deletions
+29
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#version 330
uniform sampler2D qt_Texture0;
uniform vec3 mtf_param;
uniform bool bw;
uniform bool invert;
in vec2 qt_TexCoord0;
out vec4 color;
vec4 MTF(vec4 x, vec3 m)
{
x = (x - m.x) / (m.z - m.x);
x = clamp(x, vec4(0.0), vec4(1.0));
return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
}
void main(void)
{
color = texture(qt_Texture0, qt_TexCoord0);
if(bw)color = color.rrra;
color = MTF(color, mtf_param);
if(invert)color = vec4(1.0) - color;
if(any(lessThan(qt_TexCoord0, vec2(0.0))) || any(greaterThan(qt_TexCoord0, vec2(1.0))))
color = vec4(0.0, 0.0, 0.0, 1.0);
color.a = 1.0;
}
+18
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#version 330
uniform sampler2D qt_Texture0;
in vec2 qt_Vertex;
in vec2 qt_MultiTexCoord0;
out vec2 qt_TexCoord0;
uniform vec2 viewport;
uniform vec2 offset;
uniform float zoom;
void main(void)
{
vec2 texSize = vec2(textureSize(qt_Texture0, 0));
vec2 scale = viewport / texSize;
vec2 offsetRel = offset / texSize;
gl_Position = vec4(qt_Vertex, 0.0, 1.0);
qt_TexCoord0 = (qt_MultiTexCoord0 * scale + offsetRel) * zoom;
}
+22
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#version 330
uniform sampler2DArray qt_Texture0;
uniform vec3 mtf_param;
uniform bool invert;
in vec3 qt_TexCoord0;
out vec4 color;
vec4 MTF(vec4 x, vec3 m)
{
x = (x - m.x) / (m.z - m.x);
x = clamp(x, vec4(0.0), vec4(1.0));
return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
}
void main(void)
{
color = texture(qt_Texture0, qt_TexCoord0);
color = MTF(color, mtf_param);
if(invert)color = vec4(1.0) - color;
color.a = 1.0;
}
+20
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#version 330
in vec2 qt_Vertex;
in vec2 qt_MultiTexCoord0;
in ivec3 imageSize_num;
out vec3 qt_TexCoord0;
uniform ivec3 viewport_row;
uniform mat4 mvp;
uniform vec2 offset;
void main(void)
{
vec2 pos = qt_Vertex * 0.5;
pos.y *= -1.0;
pos = pos * imageSize_num.xy + 69;
ivec2 off = ivec2(imageSize_num.z % viewport_row.z, imageSize_num.z / viewport_row.z) * ivec2(138, 158);
gl_Position = mvp * vec4(pos - offset + off, 0.0, 1.0);
qt_TexCoord0 = vec3(qt_MultiTexCoord0, imageSize_num.z + 0.1);
}