# Code coverage report for src/shader/source/compositor/lut.glsl.js

# all files / src/shader/source/compositor/ lut.glsl.js

100% Statements 1/1
100% Branches 0/0
100% Functions 0/0
100% Lines 1/1

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     export default "\n@export clay.compositor.lut\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform sampler2D lookup;\nvoid main()\n{\n    vec4 tex = texture2D(texture, v_Texcoord);\n    float blueColor = tex.b * 63.0;\n    vec2 quad1;\n    quad1.y = floor(floor(blueColor) / 8.0);\n    quad1.x = floor(blueColor) - (quad1.y * 8.0);\n    vec2 quad2;\n    quad2.y = floor(ceil(blueColor) / 8.0);\n    quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n    vec2 texPos1;\n    texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * tex.r);\n    texPos1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * tex.g);\n    vec2 texPos2;\n    texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * tex.r);\n    texPos2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * tex.g);\n    vec4 newColor1 = texture2D(lookup, texPos1);\n    vec4 newColor2 = texture2D(lookup, texPos2);\n    vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n    gl_FragColor = vec4(newColor.rgb, tex.w);\n}\n@end";