mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-30 01:14:57 +01:00
70 lines
1.6 KiB
JavaScript
Executable File
70 lines
1.6 KiB
JavaScript
Executable File
/**
|
|
* @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")
|
|
|
|
};
|