| #version 310 es |
| |
| precision highp float; |
| |
| layout(binding = 0) uniform highp sampler2D uInputRgbaTexture; |
| layout(binding = 1) uniform highp sampler2D uRLutTexture; |
| layout(binding = 2) uniform highp sampler2D uGLutTexture; |
| layout(binding = 3) uniform highp sampler2D uBLutTexture; |
| |
| layout(location = 0) in highp vec2 vTexCoord; |
| layout(location = 0) out highp vec4 outColor; |
| |
| void main() { |
| vec3 rgb = texture(uInputRgbaTexture, vTexCoord).rgb; |
| outColor = vec4(texture(uRLutTexture, vec2(rgb.r, 0.0)).r, |
| texture(uGLutTexture, vec2(rgb.g, 0.0)).r, |
| texture(uBLutTexture, vec2(rgb.b, 0.0)).r, |
| 1.0); |
| } |