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- ( 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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