68 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			68 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| 
								 | 
							
								/**
							 | 
						||
| 
								 | 
							
								 * Hue and saturation adjustment
							 | 
						||
| 
								 | 
							
								 * https://github.com/evanw/glfx.js
							 | 
						||
| 
								 | 
							
								 * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
							 | 
						||
| 
								 | 
							
								 * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
							 | 
						||
| 
								 | 
							
								 */
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								const HueSaturationShader = {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									name: 'HueSaturationShader',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									uniforms: {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										'tDiffuse': { value: null },
							 | 
						||
| 
								 | 
							
										'hue': { value: 0 },
							 | 
						||
| 
								 | 
							
										'saturation': { value: 0 }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									vertexShader: /* glsl */`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vUv = uv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}`,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									fragmentShader: /* glsl */`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										uniform sampler2D tDiffuse;
							 | 
						||
| 
								 | 
							
										uniform float hue;
							 | 
						||
| 
								 | 
							
										uniform float saturation;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											gl_FragColor = texture2D( tDiffuse, vUv );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// hue
							 | 
						||
| 
								 | 
							
											float angle = hue * 3.14159265;
							 | 
						||
| 
								 | 
							
											float s = sin(angle), c = cos(angle);
							 | 
						||
| 
								 | 
							
											vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;
							 | 
						||
| 
								 | 
							
											float len = length(gl_FragColor.rgb);
							 | 
						||
| 
								 | 
							
											gl_FragColor.rgb = vec3(
							 | 
						||
| 
								 | 
							
												dot(gl_FragColor.rgb, weights.xyz),
							 | 
						||
| 
								 | 
							
												dot(gl_FragColor.rgb, weights.zxy),
							 | 
						||
| 
								 | 
							
												dot(gl_FragColor.rgb, weights.yzx)
							 | 
						||
| 
								 | 
							
											);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// saturation
							 | 
						||
| 
								 | 
							
											float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;
							 | 
						||
| 
								 | 
							
											if (saturation > 0.0) {
							 | 
						||
| 
								 | 
							
												gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
												gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { HueSaturationShader };
							 |