precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; const float temperature = 3500.0; const float temperatureStrength = 1.0; #define WithQuickAndDirtyLuminancePreservation const float LuminancePreservationFactor = 1.0; // function from https://www.shadertoy.com/view/4sc3D7 // valid from 1000 to 40000 K (and additionally 0 for pure full white) vec3 colorTemperatureToRGB(const in float temperature){ // values from: http://blenderartists.org/forum/showthread.php?270332-OSL-Goodness&p=2268693&viewfull=1#post2268693 mat3 m = (temperature <= 6500.0) ? mat3(vec3(0.0, -2902.1955373783176, -8257.7997278925690), vec3(0.0, 1669.5803561666639, 2575.2827530017594), vec3(1.0, 1.3302673723350029, 1.8993753891711275)) : mat3(vec3(1745.0425298314172, 1216.6168361476490, -8257.7997278925690), vec3(-2666.3474220535695, -2173.1012343082230, 2575.2827530017594), vec3(0.55995389139931482, 0.70381203140554553, 1.8993753891711275)); return mix( clamp(vec3(m[0] / (vec3(clamp(temperature, 1000.0, 40000.0)) + m[1]) + m[2]), vec3(0.0), vec3(1.0)), vec3(1.0), smoothstep(1000.0, 0.0, temperature) ); } void main() { vec4 pixColor = texture2D(tex, v_texcoord); // RGB vec3 color = vec3(pixColor[0], pixColor[1], pixColor[2]); #ifdef WithQuickAndDirtyLuminancePreservation color *= mix(1.0, dot(color, vec3(0.2126, 0.7152, 0.0722)) / max(dot(color, vec3(0.2126, 0.7152, 0.0722)), 1e-5), LuminancePreservationFactor); #endif color = mix(color, color * colorTemperatureToRGB(temperature), temperatureStrength); vec4 outCol = vec4(color, pixColor[3]); gl_FragColor = outCol; }