/** * @author tapio / http://tapio.github.com/ * * 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) */ THREE.HueSaturationShader = { uniforms: { "tDiffuse": { type: "t", value: null }, "hue": { type: "f", value: 0 }, "saturation": { type: "f", value: 0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "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);", "}", "}" ].join("\n") };