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); }