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format glsl files
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@ -5,32 +5,25 @@ varying vec2 vUv;
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uniform mat3 colorMatrixLeft;
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uniform mat3 colorMatrixRight;
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float lin( float c ) {
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return c <= 0.04045 ? c * 0.0773993808 :
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pow( c * 0.9478672986 + 0.0521327014, 2.4 );
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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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}
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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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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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}
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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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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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}
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void main() {
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vec2 uv = vUv;
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vec4 colorL = lin( texture2D( mapLeft, uv ) );
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vec4 colorR = lin( texture2D( mapRight, uv ) );
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vec4 colorL = lin(texture2D(mapLeft, uv));
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vec4 colorR = lin(texture2D(mapRight, uv));
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vec3 color = clamp(
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colorMatrixLeft * colorL.rgb +
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colorMatrixRight * colorR.rgb, 0., 1. );
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gl_FragColor = vec4(
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dev( color.r ), dev( color.g ), dev( color.b ),
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max( colorL.a, colorR.a ) );
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vec3 color = clamp(colorMatrixLeft * colorL.rgb + colorMatrixRight * colorR.rgb, 0., 1.);
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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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}
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@ -1,5 +1,6 @@
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varying vec2 vUv;
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void main() {
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vUv = vec2( uv.x, uv.y );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vUv = vec2(uv.x, uv.y);
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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