// [ref] https://www.inf.ufrgs.br/~oliveira/pubs_files/CVD_Simulation/CVD_Simulation.html uniform int colorblind_mode = 2; // [0..4] uniform mat3 colorblind_matrices[5] = mat3[5]( mat3(1.000,0.000,0.000, 0.000,1.000,0.000, 0.000,0.000,1.000), // 0 no colorblind mat3(0.299,0.587,0.114, 0.299,0.587,0.114, 0.299,0.587,0.114), // 1 achromatopsia (luma) mat3( // protanomaly (no red cone) 0.152286, 1.052583,-0.204868, 0.114503, 0.786281, 0.099216, -0.003882,-0.048116, 1.051998 ), mat3( // deuteranomaly (no green cone) 0.367322, 0.860646, -0.227968, 0.280085, 0.672501, 0.047413, -0.011820, 0.042940, 0.968881 ), mat3( // tritanomaly (no blue cone) 1.255528,-0.076749,-0.178779, -0.078411, 0.930809, 0.147602, 0.004733, 0.691367, 0.303900 ) ); void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; vec4 src = texture(iChannel0, uv); fragColor = vec4( src.rgb * colorblind_matrices[colorblind_mode], src.a ); }