/** * @author tapio / http://tapio.github.com/ * * 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 };