Pixel-Composer/shaders/sh_level/sh_level.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform float wmin;
uniform float wmax;
uniform float rmin;
uniform float rmax;
uniform float gmin;
uniform float gmax;
uniform float bmin;
uniform float bmax;
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void main() {
vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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col.r = (col.r - rmin) / (rmax - rmin);
col.g = (col.g - gmin) / (gmax - gmin);
col.b = (col.b - bmin) / (bmax - bmin);
col.r = (col.r - wmin) / (wmax - wmin);
col.g = (col.g - wmin) / (wmax - wmin);
col.b = (col.b - wmin) / (wmax - wmin);
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gl_FragColor = col;
}