mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
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67 lines
1.5 KiB
JavaScript
67 lines
1.5 KiB
JavaScript
/**
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* Hue and saturation adjustment
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* https://github.com/evanw/glfx.js
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* hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
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* saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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*/
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THREE.HueSaturationShader = {
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uniforms: {
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'tDiffuse': { value: null },
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'hue': { value: 0 },
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'saturation': { value: 0 }
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},
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vertexShader: [
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'varying vec2 vUv;',
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'void main() {',
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' vUv = uv;',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform sampler2D tDiffuse;',
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'uniform float hue;',
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'uniform float saturation;',
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'varying vec2 vUv;',
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'void main() {',
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' gl_FragColor = texture2D( tDiffuse, vUv );',
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// hue
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' float angle = hue * 3.14159265;',
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' float s = sin(angle), c = cos(angle);',
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' vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;',
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' float len = length(gl_FragColor.rgb);',
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' gl_FragColor.rgb = vec3(',
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' dot(gl_FragColor.rgb, weights.xyz),',
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' dot(gl_FragColor.rgb, weights.zxy),',
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' dot(gl_FragColor.rgb, weights.yzx)',
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' );',
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// saturation
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' float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;',
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' if (saturation > 0.0) {',
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' gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));',
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' } else {',
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' gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);',
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' }',
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'}'
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].join( '\n' )
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};
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