uniform float u_fade_t; uniform float u_opacity; uniform sampler2D u_image0; uniform sampler2D u_image1; varying vec2 v_pos0; varying vec2 v_pos1; uniform float u_brightness_low; uniform float u_brightness_high; uniform float u_saturation_factor; uniform float u_contrast_factor; uniform vec3 u_spin_weights; void main() { // read and cross-fade colors from the main and parent tiles vec4 color0 = texture2D(u_image0, v_pos0); vec4 color1 = texture2D(u_image1, v_pos1); if (color0.a > 0.0) { color0.rgb = color0.rgb / color0.a; } if (color1.a > 0.0) { color1.rgb = color1.rgb / color1.a; } vec4 color = mix(color0, color1, u_fade_t); color.a *= u_opacity; vec3 rgb = color.rgb; // spin rgb = vec3( dot(rgb, u_spin_weights.xyz), dot(rgb, u_spin_weights.zxy), dot(rgb, u_spin_weights.yzx)); // saturation float average = (color.r + color.g + color.b) / 3.0; rgb += (average - rgb) * u_saturation_factor; // contrast rgb = (rgb - 0.5) * u_contrast_factor + 0.5; // brightness vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low); vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high); gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif }