$input v_color0, v_texcoord0 // license: BSD-3-Clause // copyright-holders: W. M. Martinez #include "common.sh" #define LUT_TEXTURE_WIDTH 4096.0f #define LUT_SIZE 64.0f #define LUT_SCALE vec2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE) 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 * ((LUT_SIZE - 1.0f) + 0.5f) * LUT_SCALE, (LUT_SIZE - 1.0f) * color.b); float shift = floor(lutcoord.z); lutcoord.x += shift * LUT_SCALE.y; color.rgb = mix(texture2D(s_3dlut, lutcoord.xy).rgb, texture2D(s_3dlut, vec2(lutcoord.x + LUT_SCALE.y, lutcoord.y)).rgb, lutcoord.z - shift); gl_FragColor = vec4(color, bp.a) * v_color0; }