48 lines
1.2 KiB
GLSL
48 lines
1.2 KiB
GLSL
uniform sampler2D u_Texture0;
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uniform sampler2D u_Texture1;
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uniform sampler2D u_Texture2;
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// https://qiita.com/zinziroge/items/3676b4e0f7715fa60336
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// C:\Users\jeong\testing\theta_uvc_blender_mdk_ver.0.3.0
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// https://gist.github.com/dinhnhat0401/12910a5fee2e380051c55e5db752b279
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varying vec2 v_TexCoords0;
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varying vec2 v_TexCoords1;
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varying vec2 v_TexCoords2;
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#define v_TexCoords1 v_TexCoords0
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#define v_TexCoords2 v_TexCoords0
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#define v_TexCoords3 v_TexCoords0
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uniform float u_opacity;
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uniform mat4 u_colorMatrix;
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uniform mat3 tune360;
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void main(void)
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{
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vec2 fc = v_TexCoords0.st;
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vec2 src;
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// Y 축은 상단이 1.0, 하단이 0.0
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// 원점 확인
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if(fc.x < 0.5) // left
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{
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// 좌측 이미지(0.5,1.0)-> 상단이미지(1.0,0.5)
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src = vec2(fc.x*2.0,0.5+(fc.y*0.5));
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}
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else // right
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{
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// 후측 이미지(0.5,1.0)-> 상단이미지(1.0,0.5)
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src = vec2((fc.x*2.0)-1.0,fc.y*0.5);
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}
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gl_FragColor = clamp(u_colorMatrix
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* vec4(texture2D(u_Texture0, src).r,
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texture2D(u_Texture1, src).r,
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texture2D(u_Texture2, src).r,
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1.0), 0.0, 1.0);
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}
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