// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D samH, samS, samV; vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec4 _h = texture2D( samH, v_vTexcoord ); vec4 _s = texture2D( samS, v_vTexcoord ); vec4 _v = texture2D( samV, v_vTexcoord ); float h = (_h[0] + _h[1] + _h[2]) / 3.; float s = (_s[0] + _s[1] + _s[2]) / 3.; float v = (_v[0] + _v[1] + _v[2]) / 3.; gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), 1.); }