#extension GL_OES_EGL_image_external : require precision mediump float; uniform samplerExternalOES texUnit; uniform float opacity; uniform float saturation; uniform float gamma; varying vec2 UV; /* vec3 rgb2hsl(vec3 rgb) { float e = 1.0e-7; vec4 p = rgb.g < rgb.b ? vec4(rgb.bg, -1.0, 2.0 / 3.0) : vec4(rgb.gb, 0.0, -1.0 / 3.0); vec4 q = rgb.r < p.x ? vec4(p.xyw, rgb.r) : vec4(rgb.r, p.yzx); float v = q.x; float c = v - min(q.w, q.y); float h = abs((q.w - q.y) / (6.0 * c + e) + q.z); float l = v - c * 0.5; float s = c / (1.0 - abs(2.0 * l - 1.0) + e); return clamp(vec3(h, s, l), 0.0, 1.0); } vec3 hsl2rgb(vec3 hsl) { vec3 h = vec3(hsl.x * 6.0); vec3 p = abs(h - vec3(3.0, 2.0, 4.0)); vec3 q = 2.0 - p; vec3 rgb = clamp(vec3(p.x - 1.0, q.yz), 0.0, 1.0); float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y; return (rgb - vec3(0.5)) * c + hsl.z; } */ void main() { /* vec4 color = texture2D(texUnit, UV); vec3 hsl = rgb2hsl(color.xyz); vec3 rgb = pow(hsl2rgb(vec3(hsl.x, hsl.y * saturation, hsl.z * opacity)), vec3(gamma)); */ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); }