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#include "common.h"
varying vec2 v_TexCoord;
uniform sampler2D g_Texture0;
#if LUT
uniform sampler3D g_Texture1;
#endif
uniform vec4 g_Params; // {"material":"params","default":"1 1 1 0"}
uniform float g_LutParams; // {"material":"lutparams","default":1}
void main()
{
vec4 albedo = texSample2D(g_Texture0, v_TexCoord);
#if COL
albedo.rgb = mix(CAST3(0.5), albedo.rgb, g_Params.y);
vec3 hsv = rgb2hsv(albedo.xyz);
hsv.z *= g_Params.x;
hsv.y *= g_Params.z;
hsv.x += g_Params.w;
albedo.rgb = hsv2rgb(hsv);
#endif
#if LUT
#if HDR
vec3 overbright = max(CAST3(0), albedo.rgb - CAST3(1.0));
vec3 albedoFiltered = texSample3D(g_Texture1, albedo.rgb);
vec3 lutColor = albedoFiltered * (1 + dot(overbright, CAST3(1.0)));
#else
vec3 albedoFiltered = texSample3D(g_Texture1, albedo.rgb);
vec3 lutColor = albedoFiltered;
#endif
albedo.rgb = mix(albedo.rgb, lutColor, g_LutParams);
#endif
gl_FragColor = albedo;
}