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							- /**
 
-  * 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);
 
- 			}
 
- 		}`
 
- };
 
- export { HueSaturationShader };
 
 
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