uniform sampler2D sample; uniform float textureWidth; uniform float textureHeight; uniform float opacity; uniform float brightness; uniform float saturation; uniform int debug; uniform int u_forceAlpha; varying vec2 varyingTexCoords; //varying vec4 color; // Converts pixel coordinates to texture coordinates vec2 pix2tex( vec2 pix ) { return vec2( pix.s / textureWidth, pix.t / 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; if (u_forceAlpha > 0) { tex.a = 1.0; } /*if (debug != 0) { tex.g += 0.5; }*/ gl_FragColor = tex; }