28 lines
600 B
GLSL
28 lines
600 B
GLSL
#version 330
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uniform sampler2D qt_Texture0;
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uniform vec3 mtf_param;
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uniform bool bw;
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uniform bool invert;
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in vec2 qt_TexCoord0;
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out vec4 color;
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vec4 MTF(vec4 x, vec3 m)
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{
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x = (x - m.x) / (m.z - m.x);
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x = clamp(x, vec4(0.0), vec4(1.0));
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return ((m.y - 1) * x) / ((2 * m.y - 1) * x - m.y);
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}
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void main(void)
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{
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color = texture(qt_Texture0, qt_TexCoord0);
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if(bw)color = color.rrra;
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color = MTF(color, mtf_param);
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if(invert)color = vec4(1.0) - color;
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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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}
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