61558ab83f
Some deep review of this shaders is required for optimization...
30 lines
669 B
GLSL
30 lines
669 B
GLSL
#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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void main()
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{
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vec3 color = texture2D(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 = (color.r + color.g + color.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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gl_FragColor = vec4(tc, 1.0);
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} |