163 lines
5.4 KiB
GLSL
163 lines
5.4 KiB
GLSL
#version 330
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uniform sampler2D qt_Texture0;
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uniform vec3 mtf_param[3];
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uniform vec2 unit_scale;
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uniform bool bw;
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uniform bool invert;
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uniform bool srgb;
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uniform bool false_color;
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uniform int filtering;
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in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 color;
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vec3 Linear2sRGB(vec3 color)
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{
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return mix(12.92 * color.rgb,
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1.055 * pow(color, vec3(1.0 / 2.4)) - 0.055,
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greaterThan(color, vec3(0.0031308)));
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}
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vec4 MTF(vec4 x, vec4 low, vec4 mid, vec4 high)
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{
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x = (x - low) / (high - low);
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x = clamp(x, vec4(0.0), vec4(1.0));
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return ((mid - 1) * x) / ((2 * mid - 1) * x - mid);
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}
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vec3 falsecolor(float color)
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{
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const vec3 pallete[] = vec3[](
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vec3(1.0, 0.0, 1.0), //magneta
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vec3(0.0, 0.0, 1.0), //blue
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vec3(0.0, 1.0, 1.0), //cyan
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vec3(0.0, 1.0, 0.0), //green
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vec3(1.0, 1.0, 0.0), //yellow
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vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0));//red
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color *= 5.0;
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int i = int(color);
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float f = fract(color);
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return mix(pallete[i], pallete[i+1], f);// * (f * 0.5 + 0.5);
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}
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vec3 checker()
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{
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vec2 pattern = fract(gl_FragCoord.xy * 0.0625) - 0.5;
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return vec3(step(pattern.x * pattern.y, 0.0) * 0.25 + 0.25);
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}
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vec4 cubic(float v)
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{
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w) * (1.0/6.0);
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}
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vec4 textureBicubic(sampler2D sampler, vec2 texCoords)
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{
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vec2 texSize = textureSize(sampler, 0);
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vec2 invTexSize = 1.0 / texSize;
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texCoords = texCoords * texSize - 0.5;
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vec2 fxy = fract(texCoords);
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texCoords -= fxy;
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
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offset *= invTexSize.xxyy;
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vec4 sample0 = texture(sampler, offset.xz);
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vec4 sample1 = texture(sampler, offset.yz);
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vec4 sample2 = texture(sampler, offset.xw);
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vec4 sample3 = texture(sampler, offset.yw);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
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}
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vec4 textureCatmul(sampler2D sampler, vec2 texCoords)
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{
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ivec2 texSize = textureSize(sampler, 0);
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texCoords = texCoords * vec2(texSize) - 0.5;
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ivec2 texel = ivec2(floor(texCoords));
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vec2 fra = fract(texCoords);
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texSize -= 1;
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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);
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vec4 xx = CatMul * vec4(1.0, fra.x, fra.x*fra.x, fra.x*fra.x*fra.x);
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vec4 yy = CatMul * vec4(1.0, fra.y, fra.y*fra.y, fra.y*fra.y*fra.y);
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vec4 a00 = texelFetch(sampler, clamp(texel + ivec2(-1, -1), ivec2(0, 0), texSize), 0) * xx.x;
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vec4 a01 = texelFetch(sampler, clamp(texel + ivec2( 0, -1), ivec2(0, 0), texSize), 0) * xx.y;
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vec4 a02 = texelFetch(sampler, clamp(texel + ivec2( 1, -1), ivec2(0, 0), texSize), 0) * xx.z;
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vec4 a03 = texelFetch(sampler, clamp(texel + ivec2( 2, -1), ivec2(0, 0), texSize), 0) * xx.w;
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vec4 a10 = texelFetch(sampler, clamp(texel + ivec2(-1, 0), ivec2(0, 0), texSize), 0) * xx.x;
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vec4 a11 = texelFetch(sampler, clamp(texel + ivec2( 0, 0), ivec2(0, 0), texSize), 0) * xx.y;
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vec4 a12 = texelFetch(sampler, clamp(texel + ivec2( 1, 0), ivec2(0, 0), texSize), 0) * xx.z;
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vec4 a13 = texelFetch(sampler, clamp(texel + ivec2( 2, 0), ivec2(0, 0), texSize), 0) * xx.w;
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vec4 a20 = texelFetch(sampler, clamp(texel + ivec2(-1, 1), ivec2(0, 0), texSize), 0) * xx.x;
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vec4 a21 = texelFetch(sampler, clamp(texel + ivec2( 0, 1), ivec2(0, 0), texSize), 0) * xx.y;
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vec4 a22 = texelFetch(sampler, clamp(texel + ivec2( 1, 1), ivec2(0, 0), texSize), 0) * xx.z;
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vec4 a23 = texelFetch(sampler, clamp(texel + ivec2( 2, 1), ivec2(0, 0), texSize), 0) * xx.w;
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vec4 a30 = texelFetch(sampler, clamp(texel + ivec2(-1, 2), ivec2(0, 0), texSize), 0) * xx.x;
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vec4 a31 = texelFetch(sampler, clamp(texel + ivec2( 0, 2), ivec2(0, 0), texSize), 0) * xx.y;
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vec4 a32 = texelFetch(sampler, clamp(texel + ivec2( 1, 2), ivec2(0, 0), texSize), 0) * xx.z;
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vec4 a33 = texelFetch(sampler, clamp(texel + ivec2( 2, 2), ivec2(0, 0), texSize), 0) * xx.w;
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vec4 c = vec4(0.0);
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c += (a00 + a01 + a02 + a03) * yy.x;
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c += (a10 + a11 + a12 + a13) * yy.y;
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c += (a20 + a21 + a22 + a23) * yy.z;
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c += (a30 + a31 + a32 + a33) * yy.w;
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return c;
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}
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void main(void)
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{
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switch(filtering)
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{
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case 0://nearest
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color = texelFetch(qt_Texture0, ivec2(qt_TexCoord0 * textureSize(qt_Texture0, 0)), 0);
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break;
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default:
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case 1://bilinear
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color = texture(qt_Texture0, qt_TexCoord0);
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break;
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case 2://catmul bicubic
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color = textureCatmul(qt_Texture0, qt_TexCoord0);
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break;
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}
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color.rgb = color.rgb * unit_scale.x + unit_scale.y;
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if(bw)color = color.rrra;
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color = MTF(color, vec4(mtf_param[0], 0.0), vec4(mtf_param[1], 0.5), vec4(mtf_param[2], 1.0));
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if(false_color)color.rgb = falsecolor(color.r);
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if(invert)color.rgb = vec3(1.0) - color.rgb;
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color.rgb = mix(checker(), color.rgb, color.a);
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if(srgb)color.rgb = Linear2sRGB(color.rgb);
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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, 0.0, 0.0, 1.0);
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color.a = 1.0;
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}
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