mirror of
https://github.com/Doodle3D/Doodle3D-Core.git
synced 2024-11-16 19:17:56 +01:00
30 lines
722 B
GLSL
30 lines
722 B
GLSL
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));
|
|
}
|