$input v_color0, v_texcoord0 // license: BSD-3-Clause // copyright-holders: W. M. Martinez #include "common.sh" // Autos uniform vec4 u_tex_size1; uniform vec4 u_inv_tex_size1; SAMPLER2D(s_tex, 0); SAMPLER2D(s_3dlut, 1); void main() { vec4 bp = texture2D(s_tex, v_texcoord0); vec3 color = bp.rgb; // NOTE: Do not change the order of parameters here. vec3 lutcoord = vec3(color.rg * ((u_tex_size1.y - 1.0) + 0.5) * u_inv_tex_size1.xy, (u_tex_size1.y - 1.0) * color.b); float shift = floor(lutcoord.z); lutcoord.x += shift * u_inv_tex_size1.y; color.rgb = mix(texture2D(s_3dlut, lutcoord.xy).rgb, texture2D(s_3dlut, vec2(lutcoord.x + u_inv_tex_size1.y, lutcoord.y)).rgb, lutcoord.z - shift); gl_FragColor = vec4(color, bp.a) * v_color0; }