Files
tenmon/shaders/image.frag
T
2025-02-28 10:41:12 +01:00

163 lines
5.3 KiB
GLSL

uniform sampler2D qt_Texture0;
uniform sampler3D lut_table;
uniform sampler1DArray colormap;
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;
uniform int colormapIdx;
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 - 1.0) * x) / ((2.0 * mid - 1.0) * x - mid);
}
vec3 falsecolor(float color)
{
color *= 255.0 / 256.0;
color += 0.5 / 256.0;
return texture(colormap, vec2(color, colormapIdx)).rgb;
}
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 = vec2(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 * vec2(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 *= 31.0 / 32.0;
color.rgb += 0.5 / 32.0;
vec4 lut = texture(lut_table, vec3(color.rgb));
color.rgb = lut.rgb;
//color.rgb = Linear2sRGB(lut.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;
}