HueSaturationShader.js 1.5 KB

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  1. ( function () {
  2. /**
  3. * Hue and saturation adjustment
  4. * https://github.com/evanw/glfx.js
  5. * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
  6. * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
  7. */
  8. var HueSaturationShader = {
  9. uniforms: {
  10. 'tDiffuse': {
  11. value: null
  12. },
  13. 'hue': {
  14. value: 0
  15. },
  16. 'saturation': {
  17. value: 0
  18. }
  19. },
  20. vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
  21. fragmentShader: [ 'uniform sampler2D tDiffuse;', 'uniform float hue;', 'uniform float saturation;', 'varying vec2 vUv;', 'void main() {', ' gl_FragColor = texture2D( tDiffuse, vUv );', // hue
  22. ' 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
  23. ' 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' )
  24. };
  25. THREE.HueSaturationShader = HueSaturationShader;
  26. } )();