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#pragma optimize (on)
#pragma debug (off)
uniform sampler2D color_texture;
uniform sampler2D colortable_texture;
uniform vec2 colortable_sz; // orig size for full bgr
uniform vec2 colortable_pow2_sz; // orig size for full bgr
void main()
{
vec4 color_tex;
vec2 color_map_coord;
float colortable_scale = (colortable_sz.x/3.0) / colortable_pow2_sz.x;
// normalized texture coordinates ..
color_tex = texture2D(color_texture, gl_TexCoord[0].st) * ((colortable_sz.x/3.0)-1.0)/colortable_pow2_sz.x;// lookup space
color_map_coord.x = color_tex.b;
gl_FragColor.b = texture2D(colortable_texture, color_map_coord).b;
color_map_coord.x = color_tex.g + colortable_scale;
gl_FragColor.g = texture2D(colortable_texture, color_map_coord).g;
color_map_coord.x = color_tex.r + 2.0 * colortable_scale;
gl_FragColor.r = texture2D(colortable_texture, color_map_coord).r;
}
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