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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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65 lines
1.4 KiB
65 lines
1.4 KiB
/** |
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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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const 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: /* glsl */` |
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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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fragmentShader: /* glsl */` |
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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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}; |
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export { HueSaturationShader };
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