/* ** Copyright (c) 2012, Romain Dura romain@shazbits.com ** ** Permission to use, copy, modify, and/or distribute this software for any ** purpose with or without fee is hereby granted, provided that the above ** copyright notice and this permission notice appear in all copies. ** ** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES ** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF ** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY ** SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES ** WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ** ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR ** IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* ** Desaturation */ /* ** 2013 adapted for Extended View Toolkit by Marian Weger */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect tex0; uniform float desaturation; void main(void) { vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; vec4 color_old = texture2DRect(tex0, vec2(pos.x, pos.y)); vec3 grayXfer = vec3(0.3, 0.59, 0.11); vec3 gray = vec3(dot(grayXfer, color_old.rgb)); vec4 color_new = vec4(mix(color_old.rgb, gray, desaturation), color_old.a); gl_FragColor = color_new; }