//this glsl shader is useful for cubemapped post processing effects (see csaddon for an example) varying vec4 tf; #ifdef VERTEX_SHADER void main () { gl_Position = tf = vec4(v_position.xy,-1.0, 1.0); } #endif #ifdef FRAGMENT_SHADER uniform sampler2D s_t0; uniform sampler3D s_t1; void main() { vec2 fc; fc = tf.xy / tf.w; vec3 raw = texture2D(s_t0, (1.0 + fc) / 2.0).rgb; #define LUTSIZE 16.0 vec3 scale = vec3((LUTSIZE-1.0)/LUTSIZE); vec3 bias = vec3(1.0/(2.0*LUTSIZE)); gl_FragColor = texture3D(s_t1, raw * scale + bias); } #endif