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- /**
- * 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)
- */
- THREE.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' )
- };
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