gr-fosphor/lib/fosphor/cmap_simple.glsl

62 lines
1.8 KiB
GLSL

/*
* cmap_simple.glsl
*
* Color mapping shader - Nearest/Bilinear version
*
* Copyright (C) 2013-2014 Sylvain Munaut
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Note (to make it clear): for the purpose of this license, any software
* making use of this shader (or derivative thereof) is considered to be
* a derivative work (i.e. "a work based on the program").
*/
/* Require GLSL 1.5 compatibility profile to build without warning
* But we use 1.3 since some cards don't allow 1.5 compatibility but
* will work with 1.3
*/
/* #version 150 compatibility */
#version 130
/* ------------------------------------------------------------------------ */
/* Main fragment shader code */
/* ------------------------------------------------------------------------ */
/* Uniforms */
uniform sampler1D palette; /* 1D texture with the color to map to */
uniform sampler2D tex; /* 2D intensity texture */
uniform vec2 range; /* (scale, offset) vector */
/* In/Out */
out vec4 out_FragColor;
/* Shader main */
void main()
{
float intensity = texture(tex, gl_TexCoord[0].st).x;
float map = (intensity + range.y) * range.x;
vec4 color = texture(palette, map);
out_FragColor = color;
}
/* vim: set syntax=c: */