1 | uniform float u_fade_t;
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2 | uniform float u_opacity;
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3 | uniform sampler2D u_image0;
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4 | uniform sampler2D u_image1;
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5 | varying vec2 v_pos0;
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6 | varying vec2 v_pos1;
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7 |
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8 | uniform float u_brightness_low;
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9 | uniform float u_brightness_high;
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10 |
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11 | uniform float u_saturation_factor;
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12 | uniform float u_contrast_factor;
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13 | uniform vec3 u_spin_weights;
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14 |
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15 | void main() {
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16 |
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17 |
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18 | vec4 color0 = texture2D(u_image0, v_pos0);
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19 | vec4 color1 = texture2D(u_image1, v_pos1);
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20 | if (color0.a > 0.0) {
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21 | color0.rgb = color0.rgb / color0.a;
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22 | }
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23 | if (color1.a > 0.0) {
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24 | color1.rgb = color1.rgb / color1.a;
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25 | }
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26 | vec4 color = mix(color0, color1, u_fade_t);
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27 | color.a *= u_opacity;
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28 | vec3 rgb = color.rgb;
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29 |
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30 |
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31 | rgb = vec3(
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32 | dot(rgb, u_spin_weights.xyz),
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33 | dot(rgb, u_spin_weights.zxy),
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34 | dot(rgb, u_spin_weights.yzx));
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35 |
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36 |
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37 | float average = (color.r + color.g + color.b) / 3.0;
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38 | rgb += (average - rgb) * u_saturation_factor;
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39 |
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40 |
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41 | rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
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42 |
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43 |
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44 | vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
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45 | vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
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46 |
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47 | gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
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48 |
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49 | #ifdef OVERDRAW_INSPECTOR
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50 | gl_FragColor = vec4(1.0);
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51 | #endif
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52 | }
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