2022-01-13 05:24:03 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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2022-12-27 04:00:50 +01:00
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uniform float wmin;
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uniform float wmax;
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uniform float rmin;
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uniform float rmax;
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uniform float gmin;
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uniform float gmax;
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uniform float bmin;
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uniform float bmax;
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2023-01-01 02:06:02 +01:00
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uniform float amin;
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uniform float amax;
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2022-01-13 05:24:03 +01:00
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void main() {
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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2022-12-27 04:00:50 +01:00
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col.r = (col.r - rmin) / (rmax - rmin);
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col.g = (col.g - gmin) / (gmax - gmin);
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col.b = (col.b - bmin) / (bmax - bmin);
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2023-01-01 02:06:02 +01:00
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col.a = (col.a - amin) / (amax - amin);
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2022-12-27 04:00:50 +01:00
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col.r = (col.r - wmin) / (wmax - wmin);
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col.g = (col.g - wmin) / (wmax - wmin);
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col.b = (col.b - wmin) / (wmax - wmin);
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2022-01-13 05:24:03 +01:00
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gl_FragColor = col;
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}
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