/usr/share/javascript/three/examples/js/shaders/HueSaturationShader.js is in libjs-three 80+dfsg2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 | /**
* @author tapio / http://tapio.github.com/
*
* Hue and saturation adjustment
* https://github.com/evanw/glfx.js
* hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
* saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
*/
THREE.HueSaturationShader = {
uniforms: {
"tDiffuse": { value: null },
"hue": { value: 0 },
"saturation": { value: 0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform float hue;",
"uniform float saturation;",
"varying vec2 vUv;",
"void main() {",
"gl_FragColor = texture2D( tDiffuse, vUv );",
// hue
"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(gl_FragColor.rgb);",
"gl_FragColor.rgb = vec3(",
"dot(gl_FragColor.rgb, weights.xyz),",
"dot(gl_FragColor.rgb, weights.zxy),",
"dot(gl_FragColor.rgb, weights.yzx)",
");",
// saturation
"float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
"if (saturation > 0.0) {",
"gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
"} else {",
"gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
"}",
"}"
].join( "\n" )
};
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