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- uniform sampler2D tex;
- out vec4 FragColor;
- vec3 getCIEYxy(vec3 rgbColor);
- vec3 getRGBFromCIEXxy(vec3 YxyColor);
- void main()
- {
- vec2 uv = gl_FragCoord.xy / 512;
- vec3 col = texture(tex, uv).xyz;
- vec3 Yxy = getCIEYxy(col);
- vec3 WhiteYxy = getCIEYxy(vec3(1.));
- Yxy.x = smoothstep(WhiteYxy.x, WhiteYxy.x * 4, Yxy.x);
- FragColor = vec4(max(vec3(0.), getRGBFromCIEXxy(Yxy)), 1.0);
- }
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