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Sepia.java
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/*
* The MIT License (MIT)
*
* Copyright (c) 2016-2021 Spooky Games
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
package games.spooky.gdx.gfx.demo.fx;
import games.spooky.gdx.gfx.CommonShaders;
import games.spooky.gdx.gfx.shader.OwnedSinglePassShaderEffect;
public class Sepia extends OwnedSinglePassShaderEffect {
static final String Sepia = "\n" +
"#ifdef GL_ES\n" +
"precision lowp float;\n" +
"#define MED mediump\n" +
"#else\n" +
"#define MED\n" +
"#endif\n" +
"\n" +
"varying MED vec2 v_texCoords;\n" +
"uniform sampler2D u_texture0;\n" +
"\n" +
"void main()\n" +
"{\n" +
"vec4 c = texture2D(u_texture0, v_texCoords);\n" +
"gl_FragColor.r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n" +
"gl_FragColor.g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n" +
"gl_FragColor.b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n" +
"gl_FragColor.a = c.a;\n" +
"}";
public Sepia() {
super(CommonShaders.Screenspace, Sepia);
}
}