|
|
@ -7,7 +7,7 @@ uniform vec2 singleStepOffset;
|
|
|
|
|
|
|
|
|
|
|
|
varying vec2 textureCoordinate;
|
|
|
|
varying vec2 textureCoordinate;
|
|
|
|
|
|
|
|
|
|
|
|
const vec4 params = vec4(0.33, 0.63, 0.4, 0.35);
|
|
|
|
const vec4 params = vec4(0.748, 0.874, 0.241, 0.241);
|
|
|
|
const vec3 W = vec3(0.299,0.587,0.114);
|
|
|
|
const vec3 W = vec3(0.299,0.587,0.114);
|
|
|
|
const mat3 saturateMatrix = mat3(
|
|
|
|
const mat3 saturateMatrix = mat3(
|
|
|
|
1.1102,-0.0598,-0.061,
|
|
|
|
1.1102,-0.0598,-0.061,
|
|
|
@ -106,4 +106,6 @@ void main() {
|
|
|
|
|
|
|
|
|
|
|
|
vec3 satColor = gl_FragColor.rgb * saturateMatrix;
|
|
|
|
vec3 satColor = gl_FragColor.rgb * saturateMatrix;
|
|
|
|
gl_FragColor.rgb = mix(gl_FragColor.rgb, satColor, params.a);
|
|
|
|
gl_FragColor.rgb = mix(gl_FragColor.rgb, satColor, params.a);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(-0.096));
|
|
|
|
}
|
|
|
|
}
|