Files
graphfx/src/nodes/WebGL/Tint.js

58 lines
1.4 KiB
JavaScript

import WebGL from './WebGl';
export default class Sepia extends WebGL {
constructor() {
super('Tint', {
amount: {
type: 'Number',
default: 0,
},
amount: {
type: 'Color',
default: '',
},
})
}
get frag() {
return `
precision mediump float;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;
uniform float amount;
void main() {
vec4 color = texture2D(u_image, v_texCoord);
float r = color.r;
float g = color.g;
float b = color.b;
color.r = min(1.0, (r * (1.0 - (0.607 * amount))) + (g * (0.769 * amount)) + (b * (0.189 * amount)));
color.g = min(1.0, (r * 0.349 * amount) + (g * (1.0 - (0.314 * amount))) + (b * 0.168 * amount));
color.b = min(1.0, (r * 0.272 * amount) + (g * 0.534 * amount) + (b * (1.0 - (0.869 * amount))));
gl_FragColor = color;
}
`
}
get amount() {
return this.in.amount.value;
}
/**
*
* @param {WebGLRenderingContext} gl
* @param {*} program
*/
_setParams(gl, program) {
gl.uniform1f(gl.getUniformLocation(program, "amount"), this.amount);
}
}