webvr js meetup initial commit
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69
node_modules/three/examples/js/shaders/HueSaturationShader.js
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69
node_modules/three/examples/js/shaders/HueSaturationShader.js
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/**
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* @author tapio / http://tapio.github.com/
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*
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* Hue and saturation adjustment
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* https://github.com/evanw/glfx.js
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* hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
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* saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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*/
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THREE.HueSaturationShader = {
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uniforms: {
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"tDiffuse": { value: null },
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"hue": { value: 0 },
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"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;",
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"uniform float hue;",
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"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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// hue
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"float angle = hue * 3.14159265;",
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"float s = sin(angle), c = cos(angle);",
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"vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
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"float len = length(gl_FragColor.rgb);",
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"gl_FragColor.rgb = vec3(",
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"dot(gl_FragColor.rgb, weights.xyz),",
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"dot(gl_FragColor.rgb, weights.zxy),",
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"dot(gl_FragColor.rgb, weights.yzx)",
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");",
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// saturation
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"float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
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"if (saturation > 0.0) {",
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"gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
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"} else {",
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"gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
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"}",
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"}"
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].join( "\n" )
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};
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