Files
tenmon/shaders/image.frag
T
2022-12-20 22:27:15 +01:00

51 lines
1.1 KiB
GLSL

#version 330
uniform sampler2D qt_Texture0;
uniform vec3 mtf_param;
uniform bool bw;
uniform bool invert;
uniform bool srgb;
uniform vec3 whiteBalance;
in vec2 qt_TexCoord0;
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, 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);
}
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);
}
void main(void)
{
color = texture(qt_Texture0, qt_TexCoord0);
if(bw)color = color.rrra;
color = MTF(color, mtf_param);
if(invert)color.rgb = vec3(1.0) - color.rgb;
color.rgb = mix(checker(), color.rgb, color.a);
if(srgb)color.rgb = Linear2sRGB(color.rgb);
color.rgb *= whiteBalance;
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;
}