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project/fm_viewer/fav/shaders/packed.f.glsl
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project/fm_viewer/fav/shaders/packed.f.glsl
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/******************************************************************************
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QtAV: Multimedia framework based on Qt and FFmpeg
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Copyright (C) 2012-2016 Wang Bin <wbsecg1@gmail.com>
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* This file is part of QtAV
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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******************************************************************************/
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uniform sampler2D u_Texture0;
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varying vec2 v_TexCoords0;
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uniform mat4 u_colorMatrix;
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uniform float u_opacity;
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uniform mat4 u_c;
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/***User header code***%userHeader%***/
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/***User sampling function here***%userSample%***/
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#ifndef USER_SAMPLER
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vec4 sample2d(sampler2D tex, vec2 pos, int plane)
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{
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return texture(tex, pos);
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}
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#endif
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void main() {
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vec4 c = sample2d(u_Texture0, v_TexCoords0, 0);
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c = u_c * c;
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#ifndef HAS_ALPHA
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c.a = 1.0; // before color mat transform!
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#endif //HAS_ALPHA
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#ifdef XYZ_GAMMA
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c.rgb = pow(c.rgb, vec3(2.6));
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#endif // XYZ_GAMMA
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c = u_colorMatrix * c;
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#ifdef XYZ_GAMMA
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c.rgb = pow(c.rgb, vec3(1.0/2.2));
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#endif //XYZ_GAMMA
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gl_FragColor = clamp(c, 0.0, 1.0) * u_opacity;
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/***User post processing here***%userPostProcess%***/
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}
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