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Oinktube/node_modules/three/examples/js/shaders/HueSaturationShader.js
2023-12-11 11:59:56 -03:00

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JavaScript

/**
* 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' )
};