23 lines
477 B
GLSL
23 lines
477 B
GLSL
#version 330
|
|
|
|
uniform sampler2DArray qt_Texture0;
|
|
uniform vec3 mtf_param;
|
|
uniform bool invert;
|
|
in vec3 qt_TexCoord0;
|
|
layout(location = 0) 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;
|
|
}
|