2011-02-17 17:44:52 +00:00
|
|
|
uniform sampler2D sampler;
|
2011-02-12 00:36:21 +00:00
|
|
|
uniform vec4 modulation;
|
2010-11-14 19:49:00 +00:00
|
|
|
uniform float saturation;
|
|
|
|
uniform int debug;
|
2011-01-02 20:31:42 +00:00
|
|
|
uniform int u_forceAlpha;
|
2010-11-14 19:49:00 +00:00
|
|
|
|
2010-11-28 15:21:12 +00:00
|
|
|
varying vec2 varyingTexCoords;
|
2010-11-14 19:49:00 +00:00
|
|
|
|
2010-11-28 15:21:12 +00:00
|
|
|
//varying vec4 color;
|
2010-11-14 19:49:00 +00:00
|
|
|
|
|
|
|
void main() {
|
2011-02-17 17:44:52 +00:00
|
|
|
vec4 tex = texture2D(sampler, varyingTexCoords);
|
2011-02-12 00:36:21 +00:00
|
|
|
|
2011-02-10 20:53:32 +00:00
|
|
|
if (u_forceAlpha > 0) {
|
|
|
|
tex.a = 1.0;
|
|
|
|
}
|
2011-02-12 00:36:21 +00:00
|
|
|
|
2010-11-14 19:49:00 +00:00
|
|
|
if( saturation != 1.0 ) {
|
|
|
|
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
|
|
|
|
desaturated = vec3( dot( desaturated, tex.rgb ));
|
|
|
|
tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
|
|
|
|
}
|
2011-02-12 00:36:21 +00:00
|
|
|
|
|
|
|
tex *= modulation;
|
|
|
|
|
2010-11-28 15:21:12 +00:00
|
|
|
/*if (debug != 0) {
|
2010-11-14 19:49:00 +00:00
|
|
|
tex.g += 0.5;
|
2010-11-28 15:21:12 +00:00
|
|
|
}*/
|
2011-02-12 00:36:21 +00:00
|
|
|
|
2010-11-28 15:21:12 +00:00
|
|
|
gl_FragColor = tex;
|
2010-11-14 19:49:00 +00:00
|
|
|
}
|