#version 330 uniform sampler2D qt_Texture0; uniform vec3 mtf_param[3]; uniform vec2 unit_scale; uniform bool bw; uniform bool invert; uniform bool srgb; uniform bool false_color; uniform int filtering; in vec2 qt_TexCoord0; layout(location = 0) out vec4 color; vec3 Linear2sRGB(vec3 color) { return mix(12.92 * color.rgb, 1.055 * pow(color, vec3(1.0 / 2.4)) - 0.055, greaterThan(color, vec3(0.0031308))); } vec4 MTF(vec4 x, vec4 low, vec4 mid, vec4 high) { x = (x - low) / (high - low); x = clamp(x, vec4(0.0), vec4(1.0)); return ((mid - 1) * x) / ((2 * mid - 1) * x - mid); } vec3 falsecolor(float color) { const vec3 pallete[] = vec3[]( vec3(1.0, 0.0, 1.0), //magneta vec3(0.0, 0.0, 1.0), //blue vec3(0.0, 1.0, 1.0), //cyan vec3(0.0, 1.0, 0.0), //green vec3(1.0, 1.0, 0.0), //yellow vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0));//red color *= 5.0; int i = int(color); float f = fract(color); return mix(pallete[i], pallete[i+1], f);// * (f * 0.5 + 0.5); } vec3 checker() { vec2 pattern = fract(gl_FragCoord.xy * 0.0625) - 0.5; return vec3(step(pattern.x * pattern.y, 0.0) * 0.25 + 0.25); } vec4 cubic(float v) { vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; vec4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return vec4(x, y, z, w) * (1.0/6.0); } vec4 textureBicubic(sampler2D sampler, vec2 texCoords) { vec2 texSize = textureSize(sampler, 0); vec2 invTexSize = 1.0 / texSize; texCoords = texCoords * texSize - 0.5; vec2 fxy = fract(texCoords); texCoords -= fxy; vec4 xcubic = cubic(fxy.x); vec4 ycubic = cubic(fxy.y); vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy; vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; offset *= invTexSize.xxyy; vec4 sample0 = texture(sampler, offset.xz); vec4 sample1 = texture(sampler, offset.yz); vec4 sample2 = texture(sampler, offset.xw); vec4 sample3 = texture(sampler, offset.yw); float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy); } vec4 textureCatmul(sampler2D sampler, vec2 texCoords) { ivec2 texSize = textureSize(sampler, 0); texCoords = texCoords * vec2(texSize) - 0.5; ivec2 texel = ivec2(floor(texCoords)); vec2 fra = fract(texCoords); texSize -= 1; const mat4 CatMul = mat4(0, 1, 0, 0, -0.5, 0, 0.5, 0, 1, -2.5, 2, -0.5, -0.5, 1.5, -1.5, 0.5); vec4 xx = CatMul * vec4(1.0, fra.x, fra.x*fra.x, fra.x*fra.x*fra.x); vec4 yy = CatMul * vec4(1.0, fra.y, fra.y*fra.y, fra.y*fra.y*fra.y); vec4 a00 = texelFetch(sampler, clamp(texel + ivec2(-1, -1), ivec2(0, 0), texSize), 0) * xx.x; vec4 a01 = texelFetch(sampler, clamp(texel + ivec2( 0, -1), ivec2(0, 0), texSize), 0) * xx.y; vec4 a02 = texelFetch(sampler, clamp(texel + ivec2( 1, -1), ivec2(0, 0), texSize), 0) * xx.z; vec4 a03 = texelFetch(sampler, clamp(texel + ivec2( 2, -1), ivec2(0, 0), texSize), 0) * xx.w; vec4 a10 = texelFetch(sampler, clamp(texel + ivec2(-1, 0), ivec2(0, 0), texSize), 0) * xx.x; vec4 a11 = texelFetch(sampler, clamp(texel + ivec2( 0, 0), ivec2(0, 0), texSize), 0) * xx.y; vec4 a12 = texelFetch(sampler, clamp(texel + ivec2( 1, 0), ivec2(0, 0), texSize), 0) * xx.z; vec4 a13 = texelFetch(sampler, clamp(texel + ivec2( 2, 0), ivec2(0, 0), texSize), 0) * xx.w; vec4 a20 = texelFetch(sampler, clamp(texel + ivec2(-1, 1), ivec2(0, 0), texSize), 0) * xx.x; vec4 a21 = texelFetch(sampler, clamp(texel + ivec2( 0, 1), ivec2(0, 0), texSize), 0) * xx.y; vec4 a22 = texelFetch(sampler, clamp(texel + ivec2( 1, 1), ivec2(0, 0), texSize), 0) * xx.z; vec4 a23 = texelFetch(sampler, clamp(texel + ivec2( 2, 1), ivec2(0, 0), texSize), 0) * xx.w; vec4 a30 = texelFetch(sampler, clamp(texel + ivec2(-1, 2), ivec2(0, 0), texSize), 0) * xx.x; vec4 a31 = texelFetch(sampler, clamp(texel + ivec2( 0, 2), ivec2(0, 0), texSize), 0) * xx.y; vec4 a32 = texelFetch(sampler, clamp(texel + ivec2( 1, 2), ivec2(0, 0), texSize), 0) * xx.z; vec4 a33 = texelFetch(sampler, clamp(texel + ivec2( 2, 2), ivec2(0, 0), texSize), 0) * xx.w; vec4 c = vec4(0.0); c += (a00 + a01 + a02 + a03) * yy.x; c += (a10 + a11 + a12 + a13) * yy.y; c += (a20 + a21 + a22 + a23) * yy.z; c += (a30 + a31 + a32 + a33) * yy.w; return c; } void main(void) { switch(filtering) { case 0://nearest color = texelFetch(qt_Texture0, ivec2(qt_TexCoord0 * textureSize(qt_Texture0, 0)), 0); break; default: case 1://bilinear color = texture(qt_Texture0, qt_TexCoord0); break; case 2://catmul bicubic color = textureCatmul(qt_Texture0, qt_TexCoord0); break; } color.rgb = color.rgb * unit_scale.x + unit_scale.y; if(bw)color = color.rrra; color = MTF(color, vec4(mtf_param[0], 0.0), vec4(mtf_param[1], 0.5), vec4(mtf_param[2], 1.0)); if(false_color)color.rgb = falsecolor(color.r); if(invert)color.rgb = vec3(1.0) - color.rgb; color.rgb = mix(checker(), color.rgb, color.a); if(srgb)color.rgb = Linear2sRGB(color.rgb); 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; }