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27 lines
418 B
GLSL
27 lines
418 B
GLSL
#version 300 es
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#ifdef GL_ES
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precision lowp float;
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#endif
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uniform sampler2D image;
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layout(shared) uniform ColorMatrix {
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vec4 color_vec_y;
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vec4 color_vec_u;
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vec4 color_vec_v;
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vec2 range_y;
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vec2 range_uv;
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};
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in vec2 tex;
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layout(location = 0) out float color;
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void main()
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{
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vec3 rgb = texture(image, tex).rgb;
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float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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color = u * range_uv.x + range_uv.y;
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}
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