46 lines
1.0 KiB
GLSL
46 lines
1.0 KiB
GLSL
#version 130
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uniform sampler2D qt_Texture0;
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varying vec2 qt_TexCoord0;
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uniform vec2 scale;
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uniform float a;
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uniform int stretch;
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uniform bool bw;
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void main(void)
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{
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vec4 color = texture2D(qt_Texture0, qt_TexCoord0);
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if(bw)color = color.rrra;
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color = color*scale.x + scale.y;
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color = max(color, vec4(0.0f));
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switch(stretch)
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{
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case 0:
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break;
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case 1:
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color = sqrt(color);
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break;
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case 2:
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color = pow(color, vec4(a));
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break;
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case 3:
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color = log(a*color + 1.0) / log(vec4(a+1));
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break;
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case 4:
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{
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//float l = color.r*0.2126f + color.g*0.7152f + color.b*0.0722f;
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float l = (color.r+color.g+color.b)*0.33333;
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float k = asinh(l*a)/(l*asinh(a));
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color *= k;
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}
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break;
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}
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//color = color*scale.x + scale.y;
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//float color = pow(c, 0.4545);
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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);
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gl_FragColor = color;
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}
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