HueSaturationShader.js 1.5 KB

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  1. /**
  2. * Hue and saturation adjustment
  3. * https://github.com/evanw/glfx.js
  4. * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
  5. * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
  6. */
  7. THREE.HueSaturationShader = {
  8. uniforms: {
  9. "tDiffuse": { value: null },
  10. "hue": { value: 0 },
  11. "saturation": { value: 0 }
  12. },
  13. vertexShader: [
  14. "varying vec2 vUv;",
  15. "void main() {",
  16. " vUv = uv;",
  17. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  18. "}"
  19. ].join( "\n" ),
  20. fragmentShader: [
  21. "uniform sampler2D tDiffuse;",
  22. "uniform float hue;",
  23. "uniform float saturation;",
  24. "varying vec2 vUv;",
  25. "void main() {",
  26. " gl_FragColor = texture2D( tDiffuse, vUv );",
  27. // hue
  28. " float angle = hue * 3.14159265;",
  29. " float s = sin(angle), c = cos(angle);",
  30. " vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
  31. " float len = length(gl_FragColor.rgb);",
  32. " gl_FragColor.rgb = vec3(",
  33. " dot(gl_FragColor.rgb, weights.xyz),",
  34. " dot(gl_FragColor.rgb, weights.zxy),",
  35. " dot(gl_FragColor.rgb, weights.yzx)",
  36. " );",
  37. // saturation
  38. " float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
  39. " if (saturation > 0.0) {",
  40. " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
  41. " } else {",
  42. " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
  43. " }",
  44. "}"
  45. ].join( "\n" )
  46. };