/** * 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) */ const HueSaturationShader = { name: 'HueSaturationShader', uniforms: { 'tDiffuse': { value: null }, 'hue': { value: 0 }, 'saturation': { value: 0 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` 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); } }` }; export { HueSaturationShader };