/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ texture_return fileTexture( in sampler2D sampler, in vec3 colorOffset, in vec3 colorScale, in int monoSource, in texture_coordinate_info uvw , in vec2 cropU, in vec2 cropV, in int wrapU, in int wrapV, in int gammaMode ) { vec4 t4 = texture( sampler, uvw.position.xy ); vec3 t3 = colorOffset + colorScale * t4.xyz; // When we want to operate in linear color space uncomment the lines if ( gammaMode == gamma_srgb ) { t3 = pow( t3, vec3( 2.2 ) ); } texture_return tr; tr.tint = t3; tr.mono = monoChannel( vec4( t3, t4.w ), monoSource ); return( tr ); }