uniform sampler2D sample; uniform float textureWidth; uniform float textureHeight; uniform float opacity; uniform float brightness; uniform float saturation; uniform int u_forceAlpha; varying vec2 varyingTexCoords; void main() { vec4 tex = texture2D(sample, 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 * vec3( brightness ); tex.rgb = vec3(1.0) - tex.rgb; tex.a = tex.a * opacity; if (u_forceAlpha > 0) { tex.a = 1.0; } gl_FragColor = tex; }