diff options
Diffstat (limited to 'src/mbgl/shader/raster.fragment.glsl')
-rw-r--r-- | src/mbgl/shader/raster.fragment.glsl | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/src/mbgl/shader/raster.fragment.glsl b/src/mbgl/shader/raster.fragment.glsl new file mode 100644 index 0000000000..333de76dc1 --- /dev/null +++ b/src/mbgl/shader/raster.fragment.glsl @@ -0,0 +1,36 @@ +uniform sampler2D u_image; +uniform float u_opacity; + +varying vec2 v_pos; + +uniform float u_brightness_low; +uniform float u_brightness_high; + +uniform float u_saturation_factor; +uniform float u_contrast_factor; +uniform vec3 u_spin_weights; + +void main() { + + vec4 color = texture2D(u_image, v_pos) * u_opacity; + vec3 rgb = color.rgb; + + // spin + rgb = vec3( + dot(rgb, u_spin_weights.xyz), + dot(rgb, u_spin_weights.zxy), + dot(rgb, u_spin_weights.yzx)); + + // saturation + float average = (color.r + color.g + color.b) / 3.0; + rgb += (average - rgb) * u_saturation_factor; + + // contrast + rgb = (rgb - 0.5) * u_contrast_factor + 0.5; + + // brightness + vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low); + vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high); + + gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb), color.a); +} |