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- #version 330
-
- // Input vertex attributes (from vertex shader)
- in vec2 fragTexCoord;
- in vec4 fragColor;
-
- // Input uniform values
- uniform sampler2D texture0;
- uniform vec4 fragTintColor;
-
- // Output fragment color
- out vec4 finalColor;
-
- // NOTE: Add here your custom variables
-
- void main()
- {
- // Texel color fetching from texture sampler
- vec3 texelColor = texture(texture0, fragTexCoord).rgb;
- vec3 colors[3];
- colors[0] = vec3(0.0, 0.0, 1.0);
- colors[1] = vec3(1.0, 1.0, 0.0);
- colors[2] = vec3(1.0, 0.0, 0.0);
-
- float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0;
-
- int ix = (lum < 0.5)? 0:1;
-
- vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
-
- finalColor = vec4(tc, 1.0);
- }
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