surface->compositor = compositor;
surface->image = EGL_NO_IMAGE_KHR;
surface->alpha = 255;
+ surface->brightness = 255;
+ surface->saturation = 255;
surface->pitch = 1;
surface->buffer = NULL;
glUniform1i(es->shader->tex_uniform, 0);
glUniform4fv(es->shader->color_uniform, 1, es->color);
glUniform1f(es->shader->alpha_uniform, es->alpha / 255.0);
+ glUniform1f(es->shader->brightness_uniform, es->brightness / 255.0);
+ glUniform1f(es->shader->saturation_uniform, es->saturation / 255.0);
glUniform1f(es->shader->texwidth_uniform,
(GLfloat)es->geometry.width / es->pitch);
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
+ "uniform float bright;\n"
+ "uniform float saturation;\n"
"uniform float texwidth;\n"
"void main()\n"
"{\n"
" v_texcoord.y < 0.0 || v_texcoord.y > 1.0)\n"
" discard;\n"
" gl_FragColor = texture2D(tex, v_texcoord)\n;"
+ " float gray = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
+ " vec3 range = (gl_FragColor.rgb - vec3 (gray, gray, gray)) * saturation;\n"
+ " gl_FragColor = vec4(vec3(gray + range), gl_FragColor.a);\n"
+ " gl_FragColor = vec4(vec3(bright, bright, bright) * gl_FragColor.rgb, gl_FragColor.a);\n"
" gl_FragColor = alpha * gl_FragColor;\n"
"}\n";
shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
shader->tex_uniform = glGetUniformLocation(shader->program, "tex");
shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
+ shader->brightness_uniform = glGetUniformLocation(shader->program, "bright");
+ shader->saturation_uniform = glGetUniformLocation(shader->program, "saturation");
shader->color_uniform = glGetUniformLocation(shader->program, "color");
shader->texwidth_uniform = glGetUniformLocation(shader->program,
"texwidth");