| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 | ( function () {	/** * Hue and saturation adjustment * https://github.com/evanw/glfx.js * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc. * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast) */	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);			}		}`	};	THREE.HueSaturationShader = HueSaturationShader;} )();
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