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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);
}
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