Initial project import
This commit is contained in:
60
node_modules/three-stdlib/shaders/HueSaturationShader.js
generated
vendored
Normal file
60
node_modules/three-stdlib/shaders/HueSaturationShader.js
generated
vendored
Normal file
@@ -0,0 +1,60 @@
|
||||
const HueSaturationShader = {
|
||||
uniforms: {
|
||||
tDiffuse: { value: null },
|
||||
hue: { value: 0 },
|
||||
saturation: { value: 0 }
|
||||
},
|
||||
vertexShader: (
|
||||
/* glsl */
|
||||
`
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}
|
||||
`
|
||||
),
|
||||
fragmentShader: (
|
||||
/* glsl */
|
||||
`
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
`
|
||||
)
|
||||
};
|
||||
export {
|
||||
HueSaturationShader
|
||||
};
|
||||
//# sourceMappingURL=HueSaturationShader.js.map
|
||||
Reference in New Issue
Block a user