uniform sampler2D sample; uniform float textureWidth; uniform float textureHeight; uniform float opacity; uniform float brightness; uniform float saturation; varying vec2 varyingTexCoords; vec2 pix2tex(vec2 pix) { return vec2(pix.x / textureWidth, pix.y / textureHeight); } void main() { vec4 tex = texture2D(sample, pix2tex(varyingTexCoords)); 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 ); } // tex.rgb = tex.rgb * opacity * brightness; // tex.a = tex.a * opacity; gl_FragColor = tex; }