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| THREE.HueSaturationShader = { |
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| uniforms: { |
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| "tDiffuse": { value: null }, |
| "hue": { value: 0 }, |
| "saturation": { value: 0 } |
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| }, |
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| vertexShader: [ |
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| "varying vec2 vUv;", |
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| "void main() {", |
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| "vUv = uv;", |
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|
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
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| "}" |
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| ].join( "\n" ), |
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| fragmentShader: [ |
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| "uniform sampler2D tDiffuse;", |
| "uniform float hue;", |
| "uniform float saturation;", |
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| "varying vec2 vUv;", |
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| "void main() {", |
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| "gl_FragColor = texture2D( tDiffuse, vUv );", |
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| |
| "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)", |
| ");", |
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| |
| "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);", |
| "}", |
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| "}" |
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| ].join( "\n" ) |
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| }; |
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|