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/** | |
* Sepia tone shader | |
* based on glfx.js sepia shader | |
* https://github.com/evanw/glfx.js | |
*/ | |
const SepiaShader = { | |
name: 'SepiaShader', | |
uniforms: { | |
'tDiffuse': { value: null }, | |
'amount': { value: 1.0 } | |
}, | |
vertexShader: /* glsl */` | |
varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: /* glsl */` | |
uniform float amount; | |
uniform sampler2D tDiffuse; | |
varying vec2 vUv; | |
void main() { | |
vec4 color = texture2D( tDiffuse, vUv ); | |
vec3 c = color.rgb; | |
color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) ); | |
color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) ); | |
color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) ); | |
gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a ); | |
}` | |
}; | |
export { SepiaShader }; | |