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30 lines
918 B
GLSL
30 lines
918 B
GLSL
precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform bool makeWarmer; // Uniform to control whether to apply warm effect
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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// Check if the pixel is blue-ish but not white
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if (pixColor.b > 0.1 && pixColor.r < 0.7 && pixColor.g < 0.7) {
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// Remove more blue from blue-ish colors
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pixColor.b *= 0.1;
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} else {
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// Apply your original transformations to non-blue colors
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pixColor.r *= 1.2;
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pixColor.g *= 0.9;
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// Note: We don't multiply pixColor.b here since we only want to affect blue
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// components in blue-ish colors, not overall.
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}
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// Apply the warm effect if makeWarmer is true
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if (false) {
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pixColor.r *= 1.2;
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pixColor.g *= 0.8;
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// You can adjust these factors to control the warmth effect
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}
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gl_FragColor = pixColor;
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}
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