2018-01-10 12:21:14 +01:00
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uniform sampler2D mapLeft;
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uniform sampler2D mapRight;
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varying vec2 vUv;
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uniform mat3 colorMatrixLeft;
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uniform mat3 colorMatrixRight;
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2018-01-11 11:39:41 +01:00
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float lin(float c) {
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return c <= 0.04045 ? c * 0.0773993808 : pow(c * 0.9478672986 + 0.0521327014, 2.4);
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2018-01-10 12:21:14 +01:00
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}
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2018-01-11 11:39:41 +01:00
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vec4 lin(vec4 c) {
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return vec4(lin(c.r), lin(c.g), lin(c.b), c.a);
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2018-01-10 12:21:14 +01:00
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}
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2018-01-11 11:39:41 +01:00
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float dev(float c) {
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return c <= 0.0031308 ? c * 12.92 : pow(c, 0.41666) * 1.055 - 0.055;
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2018-01-10 12:21:14 +01:00
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}
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void main() {
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vec2 uv = vUv;
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2018-01-11 11:39:41 +01:00
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vec4 colorL = lin(texture2D(mapLeft, uv));
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vec4 colorR = lin(texture2D(mapRight, uv));
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2018-01-10 12:21:14 +01:00
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2018-01-11 11:39:41 +01:00
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vec3 color = clamp(colorMatrixLeft * colorL.rgb + colorMatrixRight * colorR.rgb, 0., 1.);
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2018-01-10 12:21:14 +01:00
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2018-01-11 11:39:41 +01:00
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gl_FragColor = vec4(dev(color.r), dev(color.g), dev(color.b), max(colorL.a, colorR.a));
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2018-01-10 12:21:14 +01:00
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}
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