Add hue and saturation controls, thanks @evanw
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@@ -56,6 +56,14 @@ ol.webgl.LayerRenderer.prototype.getMap = function() {
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ol.webgl.LayerRenderer.prototype.getMatrix = goog.abstractMethod;
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/**
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* @inheritDoc
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*/
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ol.webgl.LayerRenderer.prototype.handleLayerHueChange = function() {
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this.dispatchChangeEvent();
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};
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/**
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* @inheritDoc
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*/
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@@ -64,6 +72,14 @@ ol.webgl.LayerRenderer.prototype.handleLayerOpacityChange = function() {
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};
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/**
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* @inheritDoc
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*/
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ol.webgl.LayerRenderer.prototype.handleLayerSaturationChange = function() {
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this.dispatchChangeEvent();
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};
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/**
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* @inheritDoc
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*/
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+33
-3
@@ -34,22 +34,46 @@ ol.DEBUG_WEBGL = false;
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/**
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* @constructor
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* @extends {ol.webgl.shader.Fragment}
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* @see https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/huesaturation.js
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*/
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ol.webgl.map.shader.Fragment = function() {
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goog.base(this, [
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'precision mediump float;',
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'',
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'uniform mat4 uMatrix;',
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'uniform float uHue;',
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'uniform float uOpacity;',
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'uniform float uSaturation;',
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'uniform sampler2D uTexture;',
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'',
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'varying vec2 vTexCoord;',
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'',
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'void main(void) {',
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' vec4 texCoord = uMatrix * vec4(vTexCoord, 0., 1.);',
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' vec4 srcColor = texture2D(uTexture, texCoord.st);',
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' gl_FragColor.rgb = srcColor.rgb;',
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' gl_FragColor.a = srcColor.a * uOpacity;',
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' vec4 color = texture2D(uTexture, texCoord.st);',
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'',
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' float angle = uHue * 3.14159265;',
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' float s = sin(angle), c = cos(angle);',
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' vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c)',
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' + 1.0) / 3.0;',
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' float len = length(color.rgb);',
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' color.rgb = vec3(',
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' dot(color.rgb, weights.xyz),',
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' dot(color.rgb, weights.zxy),',
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' dot(color.rgb, weights.yzx)',
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' );',
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' ',
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' float average = (color.r + color.g + color.b) / 3.0;',
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' if (uSaturation > 0.0) {',
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' color.rgb += (average - color.rgb)',
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' * (1.0 - 1.0 / (1.001 - uSaturation));',
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' } else if (uSaturation < 0.0) {',
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' color.rgb += (average - color.rgb) * (-uSaturation);',
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' }',
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'',
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' color.a = color.a * uOpacity;',
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'',
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' gl_FragColor = color;',
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'}'
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].join('\n'));
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};
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@@ -132,8 +156,10 @@ ol.webgl.Map = function(target, opt_values) {
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* @private
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* @type {{aPosition: number,
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* aTexCoord: number,
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* uHue: WebGLUniformLocation,
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* uMatrix: WebGLUniformLocation,
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* uOpacity: WebGLUniformLocation,
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* uSaturation: WebGLUniformLocation,
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* uTexture: WebGLUniformLocation}|null}
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*/
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this.locations_ = null;
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@@ -458,8 +484,10 @@ ol.webgl.Map.prototype.renderInternal = function() {
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this.locations_ = {
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aPosition: gl.getAttribLocation(program, 'aPosition'),
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aTexCoord: gl.getAttribLocation(program, 'aTexCoord'),
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uHue: gl.getUniformLocation(program, 'uHue'),
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uMatrix: gl.getUniformLocation(program, 'uMatrix'),
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uOpacity: gl.getUniformLocation(program, 'uOpacity'),
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uSaturation: gl.getUniformLocation(program, 'uSaturation'),
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uTexture: gl.getUniformLocation(program, 'uTexture')
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};
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}
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@@ -489,7 +517,9 @@ ol.webgl.Map.prototype.renderInternal = function() {
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this.forEachVisibleLayer(function(layer, layerRenderer) {
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gl.uniformMatrix4fv(
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this.locations_.uMatrix, false, layerRenderer.getMatrix());
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gl.uniform1f(this.locations_.uHue, layer.getHue());
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gl.uniform1f(this.locations_.uOpacity, layer.getOpacity());
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gl.uniform1f(this.locations_.uSaturation, layer.getSaturation());
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gl.bindTexture(goog.webgl.TEXTURE_2D, layerRenderer.getTexture());
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gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);
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}, this);
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