#version 120
varying vec2 tc;
-//varying vec3 lift, inv_gamma, gain;
-//uniform vec3 gamma;
-//varying vec3 inv_gamma;
-//varying mat3 colorMat;
-//uniform vec3 lift, gain;
-
-vec3 to_linear(vec3 x) {
- vec3 a = x * vec3(1.0/12.92);
- vec3 b = pow((x + vec3(0.055)) * vec3(1.0/1.055), vec3(2.4));
- vec3 f = vec3(greaterThan(x, vec3(0.04045)));
- return mix(a, b, f);
-}
void main()
{
tc = gl_MultiTexCoord0.st;
-
- //lift = to_linear(vec3(rgba.r, 0.0, 0.0));
- //lift = vec3(rgba.r, 0.0, 0.0);
-// lift = vec3(0.0, 0.0, 0.0);
-// inv_gamma = vec3(1.0) / vec3(1.0, 1.0, 1.0 + 2.0 * rgba.r);
-// gain = vec3(1.0, 1.0, 1.0);
- //gain = vec3(1.0 + rgba.r * 3.0, 1.0, 1.0);
- //gain = vec3(1.0, 1.0, 1.0 + rgba.r * 3.0);
- //inv_gamma = vec3(1.0) / gamma;
-
-#if 0
- vec4 rgba = gl_MultiTexCoord1;
- rgba.b = rgba.r;
- rgba.r = 1.0f;
- rgba.g = 1.0f;
- rgba.a = 0.0f;
-
- mat3 rgb_to_xyz = mat3(
- 0.4124, 0.3576, 0.1805,
- 0.2126, 0.7152, 0.0722,
- 0.0193, 0.1192, 0.9505
- );
- mat3 xyz_to_lms = mat3(
- 0.4002, 0.7076, -0.0808,
- -0.2263, 1.1653, 0.0457,
- 0.0, 0.0, 0.9182
- );
- mat3 lms_corr_matrix = mat3(
- rgba.r, 0, 0,
- 0, rgba.g, 0,
- 0, 0, rgba.b
- );
- mat3 lms_to_xyz = mat3(
- 1.86007, -1.12948, 0.21990,
- 0.36122, 0.63880, -0.00001,
- 0.00000, 0.00000, 1.08909
- );
- mat3 xyz_to_rgb = mat3(
- 3.240625, -1.537208, -0.498629,
- -0.968931, 1.875756, 0.041518,
- 0.055710, -0.204021, 1.056996
- );
- colorMat = xyz_to_rgb * lms_to_xyz * lms_corr_matrix * xyz_to_lms * rgb_to_xyz;
-#endif
-
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}