desaturation.frag 1.3 KB

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  1. /*
  2. ** Copyright (c) 2012, Romain Dura romain@shazbits.com
  3. **
  4. ** Permission to use, copy, modify, and/or distribute this software for any
  5. ** purpose with or without fee is hereby granted, provided that the above
  6. ** copyright notice and this permission notice appear in all copies.
  7. **
  8. ** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
  9. ** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
  10. ** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
  11. ** SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
  12. ** WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
  13. ** ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
  14. ** IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
  15. */
  16. /*
  17. ** Desaturation
  18. */
  19. /*
  20. ** 2013 adapted for Extended View Toolkit by Marian Weger
  21. */
  22. #extension GL_ARB_texture_rectangle : enable
  23. uniform sampler2DRect tex0;
  24. uniform float desaturation;
  25. void main(void)
  26. {
  27. vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
  28. vec4 color_old = texture2DRect(tex0, vec2(pos.x, pos.y));
  29. vec3 grayXfer = vec3(0.3, 0.59, 0.11);
  30. vec3 gray = vec3(dot(grayXfer, color_old.rgb));
  31. vec4 color_new = vec4(mix(color_old.rgb, gray, desaturation), color_old.a);
  32. gl_FragColor = color_new;
  33. }