Created
December 18, 2017 10:24
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#ifdef GL_ES | |
precision lowp float; | |
#endif | |
#define TWO_PI 6.28318530718 | |
uniform sampler2D videoTexture; | |
varying vec2 vUv; | |
uniform vec3 colorA; | |
uniform vec3 colorB; | |
float blendOverlay(float base, float blend) { | |
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend)); | |
} | |
vec3 blendOverlay(vec3 base, vec3 blend) { | |
return vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b)); | |
} | |
vec3 blendOverlay(vec3 base, vec3 blend, float opacity) { | |
return (blendOverlay(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
float luminance(vec3 c) { | |
return dot(c, vec3(0.22, 0.707, 0.071)); | |
} | |
void main() { | |
vec2 st = vUv; | |
vec3 color = mix(colorA, colorB, st.x); | |
vec3 tex = texture2D(videoTexture, vUv).rgb; | |
float lum = luminance(tex); | |
tex = mix(tex, vec3(lum), 1.0); | |
vec3 mixed = blendOverlay(tex, color, 0.5); | |
gl_FragColor = vec4(mixed, 1.0); | |
} |
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