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