/** * 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) */ var HueSaturationShader = { uniforms: { 'tDiffuse': { value: null }, 'hue': { value: 0 }, 'saturation': { value: 0 } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ '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);', ' }', '}' ].join( '\n' ) }; export { HueSaturationShader };