32 lines
750 B
GLSL
32 lines
750 B
GLSL
#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Texel color fetching from texture sampler
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vec3 texelColor = texture(texture0, fragTexCoord).rgb;
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vec3 colors[3];
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colors[0] = vec3(0.0, 0.0, 1.0);
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colors[1] = vec3(1.0, 1.0, 0.0);
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colors[2] = vec3(1.0, 0.0, 0.0);
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float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0;
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int ix = (lum < 0.5)? 0:1;
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vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
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finalColor = vec4(tc, 1.0);
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} |