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wiseoldduck revised this gist
May 8, 2014 . 1 changed file with 4 additions and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,6 +1,9 @@ // fragment shader // // RGBA color to RGBA greyscale // // smooth transition based on u_colorFactor: 0.0 = original, 1.0 = greyscale // // http://www.johndcook.com/blog/2009/08/24/algorithms-convert-color-grayscale/ // "The luminosity method is a more sophisticated version of the average method. // It also averages the values, but it forms a weighted average to account for human perception. -
wiseoldduck revised this gist
May 8, 2014 . 1 changed file with 2 additions and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,5 +1,6 @@ // fragment shader // RGBA color to RGBA greyscale // smooth transition based on u_colorFactor: 0.0 = original, 1.0 = greyscale // http://www.johndcook.com/blog/2009/08/24/algorithms-convert-color-grayscale/ // "The luminosity method is a more sophisticated version of the average method. // It also averages the values, but it forms a weighted average to account for human perception. -
wiseoldduck revised this gist
May 8, 2014 . 1 changed file with 0 additions and 11 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -16,14 +16,3 @@ void main() float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b; gl_FragColor = vec4(sample.r * u_colorFactor + grey * (1.0 - u_colorFactor), sample.g * u_colorFactor + grey * (1.0 - u_colorFactor), sample.b * u_colorFactor + grey * (1.0 - u_colorFactor), 1.0); } -
wiseoldduck created this gist
May 8, 2014 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,29 @@ // fragment shader // color to greyscale // http://www.johndcook.com/blog/2009/08/24/algorithms-convert-color-grayscale/ // "The luminosity method is a more sophisticated version of the average method. // It also averages the values, but it forms a weighted average to account for human perception. // We’re more sensitive to green than other colors, so green is weighted most heavily. The formula // for luminosity is 0.21 R + 0.72 G + 0.07 B." varying vec2 v_texCoord; uniform sampler2D CC_Texture0; uniform float u_colorFactor; void main() { vec4 sample = texture2D(CC_Texture0, v_texCoord); float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b; gl_FragColor = vec4(sample.r * u_colorFactor + grey * (1.0 - u_colorFactor), sample.g * u_colorFactor + grey * (1.0 - u_colorFactor), sample.b * u_colorFactor + grey * (1.0 - u_colorFactor), 1.0); } varying vec2 v_texCoord; uniform sampler2D CC_Texture0; uniform float u_colorFactor; void main() { vec4 sample = texture2D(CC_Texture0, v_texCoord); float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b; gl_FragColor = vec4(sample.r * u_colorFactor + grey * (1.0 - u_colorFactor), sample.g * u_colorFactor + grey * (1.0 - u_colorFactor), sample.b * u_colorFactor + grey * (1.0 - u_colorFactor), 1.0); }