68 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /**
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|  * Hue and saturation adjustment
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|  * https://github.com/evanw/glfx.js
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|  * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
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|  * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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|  */
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| 
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| const HueSaturationShader = {
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| 
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| 	name: 'HueSaturationShader',
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| 
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| 	uniforms: {
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| 
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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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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vUv = uv;
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| 
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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: /* 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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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			gl_FragColor = texture2D( tDiffuse, vUv );
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| 
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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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| 
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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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| 
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| export { HueSaturationShader };
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