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