void node_wavelength(float wavelength, sampler1DArray spectrummap, float layer, vec3 xyz_to_r, vec3 xyz_to_g, vec3 xyz_to_b, out vec4 color) { mat3 xyz_to_rgb = mat3(xyz_to_r, xyz_to_g, xyz_to_b); float t = (wavelength - 380.0) / (780.0 - 380.0); vec3 xyz = texture(spectrummap, vec2(t, layer)).rgb; vec3 rgb = xyz * xyz_to_rgb; rgb *= 1.0 / 2.52; /* Empirical scale from lg to make all comps <= 1. */ color = vec4(clamp(rgb, 0.0, 1.0), 1.0); }