2014-05-21 15:44:34 -04:00
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uniform sampler3D SHR;
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uniform sampler3D SHG;
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uniform sampler3D SHB;
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in vec3 uvw;
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out vec4 FragColor;
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void main()
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{
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float r = texture(SHR, uvw).w;
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float g = texture(SHG, uvw).w;
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float b = texture(SHB, uvw).w;
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2014-08-07 16:32:42 -04:00
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FragColor = max(10. * vec4(r, g, b, 1.0), vec4(0.));
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2014-05-21 15:44:34 -04:00
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}
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