#iChannel0 "file://./Textures/colorful.jpg" #iChannel0::WrapMode "Mirror" #iChannel1 "file://./Textures/palette_LUT_opt.png" #iChannel1::MinFilter "Nearest" #iChannel1::MagFilter "Nearest" #iChannel1::WrapMode "Mirror" mat4 bayerIndex = mat4( vec4(00.0/16.0, 12.0/16.0, 03.0/16.0, 15.0/16.0), vec4(08.0/16.0, 04.0/16.0, 11.0/16.0, 07.0/16.0), vec4(02.0/16.0, 14.0/16.0, 01.0/16.0, 13.0/16.0), vec4(10.0/16.0, 06.0/16.0, 09.0/16.0, 05.0/16.0)); float map(float value, float min1, float max1, float min2, float max2) { return min2 + (value - min1) * (max2 - min2) / (max1 - min1); } void mainImage ( out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord/iResolution.y); vec4 col = vec4(0,0,0,1.0); vec3 texCol = texture(iChannel0, uv).rgb; float bayerVal = bayerIndex[int(fragCoord.x) % 4][int(fragCoord.y) % 4]; texCol.r = step(bayerVal, texCol.r); texCol.g = step(bayerVal, texCol.g); texCol.b = step(bayerVal, texCol.b); texCol = pow(texCol, vec3(2.2)); vec2 coords; coords.x = texCol.r; coords.y = (texCol.g*63.+floor(texCol.b*63.)*64.)/(4095.); vec3 tmp = texture(iChannel1, coords).rgb; col.rgb = tmp; fragColor = col; }