61 lines
1.3 KiB
JavaScript
61 lines
1.3 KiB
JavaScript
const HueSaturationShader = {
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uniforms: {
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tDiffuse: { value: null },
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hue: { value: 0 },
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saturation: { value: 0 }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform sampler2D tDiffuse;
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uniform float hue;
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uniform float saturation;
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varying vec2 vUv;
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void main() {
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gl_FragColor = texture2D( tDiffuse, vUv );
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// hue
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float angle = hue * 3.14159265;
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float s = sin(angle), c = cos(angle);
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vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;
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float len = length(gl_FragColor.rgb);
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gl_FragColor.rgb = vec3(
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dot(gl_FragColor.rgb, weights.xyz),
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dot(gl_FragColor.rgb, weights.zxy),
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dot(gl_FragColor.rgb, weights.yzx)
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);
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// saturation
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float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;
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if (saturation > 0.0) {
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gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));
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} else {
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gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);
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}
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}
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`
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)
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};
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export {
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HueSaturationShader
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};
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//# sourceMappingURL=HueSaturationShader.js.map
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