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- /**
- * @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)
- */
- 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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