1 | uniform sampler2D u_image;
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2 | uniform sampler2D u_color_ramp;
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3 | uniform float u_opacity;
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4 | varying vec2 v_pos;
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5 |
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6 | void main() {
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7 | float t = texture2D(u_image, v_pos).r;
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8 | vec4 color = texture2D(u_color_ramp, vec2(t, 0.5));
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9 | gl_FragColor = color * u_opacity;
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10 |
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11 |
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12 | gl_FragColor = vec4(0.0);
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13 |
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14 | }
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