Move shaders to subdirectory
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@@ -0,0 +1,29 @@
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#version 330
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uniform sampler2D qt_Texture0;
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uniform vec3 mtf_param;
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uniform bool bw;
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uniform bool invert;
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in vec2 qt_TexCoord0;
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out vec4 color;
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vec4 MTF(vec4 x, vec3 m)
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{
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x = (x - m.x) / (m.z - m.x);
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x = clamp(x, vec4(0.0), vec4(1.0));
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return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
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}
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void main(void)
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{
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color = texture(qt_Texture0, qt_TexCoord0);
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if(bw)color = color.rrra;
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color = MTF(color, mtf_param);
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if(invert)color = vec4(1.0) - color;
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if(any(lessThan(qt_TexCoord0, vec2(0.0))) || any(greaterThan(qt_TexCoord0, vec2(1.0))))
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color = vec4(0.0, 0.0, 0.0, 1.0);
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color.a = 1.0;
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}
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@@ -0,0 +1,18 @@
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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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out vec2 qt_TexCoord0;
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uniform vec2 viewport;
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uniform vec2 offset;
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uniform float zoom;
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void main(void)
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{
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vec2 texSize = vec2(textureSize(qt_Texture0, 0));
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vec2 scale = viewport / texSize;
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vec2 offsetRel = offset / texSize;
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gl_Position = vec4(qt_Vertex, 0.0, 1.0);
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qt_TexCoord0 = (qt_MultiTexCoord0 * scale + offsetRel) * zoom;
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}
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@@ -0,0 +1,22 @@
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#version 330
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uniform sampler2DArray qt_Texture0;
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uniform vec3 mtf_param;
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uniform bool invert;
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in vec3 qt_TexCoord0;
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out vec4 color;
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vec4 MTF(vec4 x, vec3 m)
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{
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x = (x - m.x) / (m.z - m.x);
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x = clamp(x, vec4(0.0), vec4(1.0));
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return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
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}
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void main(void)
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{
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color = texture(qt_Texture0, qt_TexCoord0);
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color = MTF(color, mtf_param);
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if(invert)color = vec4(1.0) - color;
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color.a = 1.0;
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}
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@@ -0,0 +1,20 @@
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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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out vec3 qt_TexCoord0;
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uniform ivec3 viewport_row;
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uniform mat4 mvp;
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uniform vec2 offset;
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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 + 69;
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ivec2 off = ivec2(imageSize_num.z % viewport_row.z, imageSize_num.z / viewport_row.z) * ivec2(138, 158);
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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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}
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