thebookofshaders/18/lut-plain.frag

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#ifdef GL_ES
precision highp float;
#endif
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uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
const float size = 8.0;
void main(){
vec2 st = gl_FragCoord.st/u_resolution.xy;
vec3 color = vec3(.0);
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float red = fract(st.x*size);
float green = fract((1.-st.y)*size);
float blue = floor((1.-st.y)*size)/size;
color = vec3(red,green,blue);
gl_FragColor = vec4( color , 1.0);
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}