@lightningjs/sdk
Version:
The Lightning-SDK helps you build great Lightning-based TV apps!
88 lines (74 loc) • 2.57 kB
JavaScript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2020 Metrological
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import Lightning from '../../Lightning'
export default class ColorShift extends Lightning.shaders.WebGLDefaultShader {
set brightness(v) {
this._brightness = (v - 50) / 100
this.redraw()
}
set contrast(v) {
this._contrast = (v + 50) / 100
this.redraw()
}
set gamma(v) {
this._gamma = (v + 50) / 100
this.redraw()
}
setupUniforms(operation) {
super.setupUniforms(operation)
const gl = this.gl
this._setUniform(
'colorAdjust',
[],
gl.uniform3fv
)
}
}
ColorShift.before = `
precision highp float;
precision lowp float;
varying vec2 vTextureCoord;
varying vec4 vColor;
uniform sampler2D uSampler;
uniform vec3 colorAdjust;
const mat3 RGBtoOpponentMat = mat3(0.2814, -0.0971, -0.0930, 0.6938, 0.1458,-0.2529, 0.0638, -0.0250, 0.4665);
const mat3 OpponentToRGBMat = mat3(1.1677, 0.9014, 0.7214, -6.4315, 2.5970, 0.1257, -0.5044, 0.0159, 2.0517);
`
ColorShift.after = `
vec3 brightnessContrast(vec3 value, float brightness, float contrast)
{
return (value - 0.5) * contrast + 0.5 + brightness;
}
vec3 updateGamma(vec3 value, float param)
{
return vec3(pow(abs(value.r), param),pow(abs(value.g), param),pow(abs(value.b), param));
}
void main(void){
vec4 fragColor = texture2D(uSampler, vTextureCoord);
vec4 color = filter(fragColor) * vColor;
vec3 bc = brightnessContrast(color.rgb,colorAdjust[0],colorAdjust[1]);
vec3 ga = updateGamma(bc.rgb, colorAdjust[2]);
gl_FragColor = vec4(ga.rgb, color.a);
}
`