#version 330 // Input vertex attributes (from vertex shader) in vec3 vertexPos; in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform sampler2D texture1; uniform vec4 colDiffuse; uniform float divider = 0.5; out vec4 finalColor; float float_to_srgb(float l) { if (l < 0.0031308) { return l * 12.92; } else { return 1.055 * pow(l, 0.41666) - 0.055; } } vec4 linear_to_srgb(vec4 linear) { vec4 srgb; if (linear.r < 0.0031308) { srgb.r = linear.r * 12.92; } else { srgb.r = 1.055 * pow(linear.r, 0.41666) - 0.055; } if (linear.g < 0.0031308) { srgb.g = linear.g * 12.92; } else { srgb.g = 1.055 * pow(linear.g, 0.41666) - 0.055; } if (linear.b < 0.0031308) { srgb.b = linear.b * 12.92; } else { srgb.b = 1.055 * pow(linear.b, 0.41666) - 0.055; } srgb.a = linear.a; return srgb; } float float_to_linear(float s) { if (s <= 0.04045) { return s / 12.92; } else { return pow((s + 0.055) / 1.055, 2.4); } } vec4 srgb_to_linear(vec4 srgb) { return vec4(float_to_linear(srgb.r), float_to_linear(srgb.g), float_to_linear(srgb.b), srgb.a); } void main() { // // Texel color fetching from texture sampler vec4 texelColor0 = texture(texture0, fragTexCoord); // vec4 texelColor1 = texture(texture1, fragTexCoord); // float x = fract(fragTexCoord.s); // float final = smoothstep(divider - 0.1, divider + 0.1, x); finalColor = vec4(1, 1, 1, texelColor0.r); //xelColor0; // finalColor = vec4(1, 1, 0.0, 1.0); }