uniform sampler1D palette; uniform vec3 linear; uniform vec3 inv_matrix_m0; uniform vec3 inv_matrix_m1; uniform vec3 inv_matrix_m2; vec4 brush() { mat3 mat; mat[0] = inv_matrix_m0; mat[1] = inv_matrix_m1; mat[2] = inv_matrix_m2; vec3 hcoords = mat * vec3(gl_FragCoord.xy, 1); vec2 A = hcoords.xy / hcoords.z; float val = dot(linear.xy, A) * linear.z; return texture1D(palette, val); }