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- uniform sampler2D colorTexture;
- uniform float contrast;
- uniform float brightness;
- varying vec2 v_textureCoordinates;
- void main(void)
- {
- vec3 sceneColor = texture2D(colorTexture, v_textureCoordinates).xyz;
- sceneColor = czm_RGBToHSB(sceneColor);
- sceneColor.z += brightness;
- sceneColor = czm_HSBToRGB(sceneColor);
- float factor = (259.0 * (contrast + 255.0)) / (255.0 * (259.0 - contrast));
- sceneColor = factor * (sceneColor - vec3(0.5)) + vec3(0.5);
- gl_FragColor = vec4(sceneColor, 1.0);
- }
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