thebookofshaders/18/lut.frag

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#ifdef GL_ES
precision highp float;
#endif
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uniform sampler2D u_tex0;
uniform sampler2D u_tex1;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Author: Matt DesLauriers
// https://github.com/mattdesl/glsl-lut/blob/master/index.glsl
//
#define LUT_NO_CLAMP
#define LUT_FLIP_Y
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vec4 lookup(in vec4 textureColor, in sampler2D lookupTable) {
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#ifndef LUT_NO_CLAMP
textureColor = clamp(textureColor, 0.0, 1.0);
#endif
float blueColor = textureColor.b * 63.0;
vec2 quad1 = vec2(0.0);
quad1.y = floor(floor(blueColor) / 8.0);
quad1.x = floor(blueColor) - (quad1.y * 8.0);
vec2 quad2 = vec2(0.0);
quad2.y = floor(ceil(blueColor) / 8.0);
quad2.x = ceil(blueColor) - (quad2.y * 8.0);
vec2 texPos1 = vec2(0.0);
texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);
texPos1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);
#ifdef LUT_FLIP_Y
texPos1.y = 1.0-texPos1.y;
#endif
vec2 texPos2 = vec2(0.0);
texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);
texPos2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);
#ifdef LUT_FLIP_Y
texPos2.y = 1.0-texPos2.y;
#endif
vec4 newColor1 = texture2D(lookupTable, texPos1);
vec4 newColor2 = texture2D(lookupTable, texPos2);
vec4 newColor = mix(newColor1, newColor2, fract(blueColor));
return newColor;
}
void main(){
vec2 st = gl_FragCoord.st/u_resolution.xy;
vec4 srcColor = texture2D(u_tex0, st);
vec3 dstcolor = lookup(srcColor,u_tex1).rgb;
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gl_FragColor = vec4( dstcolor , 1.0);
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}