@luma.gl/effects
Version:
Rendering and post-processing effects library for luma.gl
58 lines (49 loc) • 1.96 kB
JavaScript
/**
* @filter Hue / Saturation
* @description Provides rotational hue and multiplicative saturation control. RGB color space
* can be imagined as a cube where the axes are the red, green, and blue color
* values. Hue changing works by rotating the color vector around the grayscale
* line, which is the straight line from black (0, 0, 0) to white (1, 1, 1).
* Saturation is implemented by scaling all color channel values either toward
* or away from the average color channel value.
* @param hue -1 to 1 (-1 is 180 degree rotation in the negative direction, 0 is no change,
* and 1 is 180 degree rotation in the positive direction)
* @param saturation -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
*/
const fs = `\
uniform float hue;
uniform float saturation;
vec4 hueSaturation_filterColor(vec4 color) {
// hue adjustment, wolfram alpha: RotationTransform[angle, {1, 1, 1}][{x, y, z}]
float angle = hue * 3.14159265;
float s = sin(angle), c = cos(angle);
vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;
float len = length(color.rgb);
color.rgb = vec3(
dot(color.rgb, weights.xyz),
dot(color.rgb, weights.zxy),
dot(color.rgb, weights.yzx)
);
// saturation adjustment
float average = (color.r + color.g + color.b) / 3.0;
if (saturation > 0.0) {
color.rgb += (average - color.rgb) * (1.0 - 1.0 / (1.001 - saturation));
} else {
color.rgb += (average - color.rgb) * (-saturation);
}
return color;
}
vec4 hueSaturation_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
return hueSaturation_filterColor(color);
}
`;
const uniforms = {
hue: {value: 0, min: -1, max: 1},
saturation: {value: 0, min: -1, max: 1}
};
export default {
name: 'hueSaturation',
uniforms,
fs,
passes: [{filter: true}]
};