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- ( function () {
- /**
- * 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' )
- };
- THREE.HueSaturationShader = HueSaturationShader;
- } )();
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