#version 300 es in highp vec2 uv; out highp vec4 color; uniform int rotate; uniform sampler2D sampler1; uniform int cbMode; void main() { highp vec2 ruv; if (rotate == 0) // up { ruv = uv; } else if (rotate == 1) // down { ruv.x = -uv.x + 1.0f; ruv.y = -uv.y + 1.0f; } else if (rotate == 2) // left { ruv.x = -uv.y + 1.0f; ruv.y = uv.x; } else if (rotate == 3) // right { ruv.x = uv.y; ruv.y = -uv.x + 1.0f; } color = texture(sampler1, ruv); if (cbMode > 0) { highp float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b); highp float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b); highp float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b); highp float l, m, s; if (cbMode == 1) // Protanope { l = 0.0f * L + 2.02344f * M + -2.52581f * S; m = 0.0f * L + 1.0f * M + 0.0f * S; s = 0.0f * L + 0.0f * M + 1.0f * S; } else if (cbMode == 2) // Deuteranope { l = 1.000000 * L + 0.0f * M + 0.00000 * S; m = 0.494207 * L + 0.0f * M + 1.24827 * S; s = 0.000000 * L + 0.0f * M + 1.00000 * S; } else if (cbMode == 3) // Tritanope { l = 1.000000 * L + 0.000000 * M + 0.0 * S; m = 0.000000 * L + 1.000000 * M + 0.0 * S; s = -0.395913 * L + 0.801109 * M + 0.0 * S; } highp vec4 error; error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s); error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s); error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s); error.a = 0.0; error = color - error; color.g += (error.r * 0.7) + (error.g * 1.0); color.b += (error.r * 0.7) + (error.b * 1.0); } }