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HEAD
Rename .glsl to .vert/.frag.
[movit]
/
colorspace_conversion_effect.frag
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// Colorspace conversion (needs to be done in linear space).
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// The matrix is computed on the host and baked into the shader at compile time.
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vec4 FUNCNAME(vec2 tc) {
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vec4 x = LAST_INPUT(tc);
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x.rgb = PREFIX(conversion_matrix) * x.rgb;
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return x;
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}