75 lines
1.6 KiB
JavaScript
75 lines
1.6 KiB
JavaScript
/**
|
|
* @module HueSaturationShader
|
|
* @three_import import { HueSaturationShader } from 'three/addons/shaders/HueSaturationShader.js';
|
|
*/
|
|
|
|
/**
|
|
* Hue and saturation adjustment, {@link 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)
|
|
*
|
|
* @constant
|
|
* @type {ShaderMaterial~Shader}
|
|
*/
|
|
const HueSaturationShader = {
|
|
|
|
name: '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 };
|