2011-02-17 17:44:52 +00:00
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uniform sampler2D sampler;
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2011-02-12 00:36:21 +00:00
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uniform vec4 modulation;
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2008-08-27 12:20:34 +00:00
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uniform float saturation;
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2011-01-06 19:00:03 +00:00
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uniform int u_forceAlpha;
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varying vec2 varyingTexCoords;
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2007-07-04 09:59:07 +00:00
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void main()
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{
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2011-02-17 17:44:52 +00:00
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vec4 tex = texture2D(sampler, varyingTexCoords);
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2011-02-12 00:36:21 +00:00
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2011-02-10 20:53:32 +00:00
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if (u_forceAlpha > 0) {
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tex.a = 1.0;
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}
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2011-02-12 00:36:21 +00:00
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2011-02-10 20:53:32 +00:00
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if (saturation != 1.0) {
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2008-08-27 12:20:34 +00:00
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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desaturated = vec3( dot( desaturated, tex.rgb ));
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tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
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2011-02-10 20:53:32 +00:00
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}
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2011-02-12 00:36:21 +00:00
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tex *= modulation;
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2011-01-06 19:00:03 +00:00
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tex.rgb = vec3(1.0) - tex.rgb;
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2011-06-02 09:40:20 +00:00
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tex.rgb *= tex.a;
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2007-07-04 09:59:07 +00:00
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2008-08-27 12:20:34 +00:00
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gl_FragColor = tex;
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2007-07-04 09:59:07 +00:00
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}
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