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- precision lowp float;
- varying highp vec2 textureCoordinate;
- uniform sampler2D inputImageTexture;
- uniform sampler2D inputImageTexture2;
- uniform sampler2D inputImageTexture3;
- uniform sampler2D inputImageTexture4;
- void main()
- {
- vec4 texel = texture2D(inputImageTexture, textureCoordinate);
- vec3 bbTexel = texture2D(inputImageTexture2, textureCoordinate).rgb;
- texel.r = texture2D(inputImageTexture3, vec2(bbTexel.r, texel.r)).r;
- texel.g = texture2D(inputImageTexture3, vec2(bbTexel.g, texel.g)).g;
- texel.b = texture2D(inputImageTexture3, vec2(bbTexel.b, texel.b)).b;
- vec4 mapped;
- mapped.r = texture2D(inputImageTexture4, vec2(texel.r, .16666)).r;
- mapped.g = texture2D(inputImageTexture4, vec2(texel.g, .5)).g;
- mapped.b = texture2D(inputImageTexture4, vec2(texel.b, .83333)).b;
- mapped.a = 1.0;
- gl_FragColor = mapped;
- }
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