I would like to implement a Color Matrix Filter in a GLSL shader but couldn't find any documentation regarding this matter. I'm totaly new to the world of shaders (never coded one myself) so please forgive me if my explanation/vocabulary doesn't make mush sense.
Informations I could gather so far:
- A color matrix is composed of 5 columns (RGBA + offset) and 4 rows
The values in the first four columns are multiplied with the source red, green, blue, and alpha values respectively. The fifth column value is added (offset)
I believe the largest matrices in GLSL are 4×4
mat4
matrices (excluding the 'offset' column)The only
mat4
I've seen implemented in a shader looks like this:
colorMatrix = (GPUMatrix4x4){{0.3588, 0.7044, 0.1368, 0.0}, {0.2990, 0.5870, 0.1140, 0.0}, {0.2392, 0.4696, 0.0912 ,0.0}, {0,0,0,1.0} };
Question:
- How can implement one ? As stated above I've never coded a GLSL shader before and unfortunately I'm unable to provide an MCVE. I would love to see an example so I can learn from it.
Thank you
EDIT:
I'm working with Processing and this is the only example I've found of vertex and fragment shaders for color rendering:
colorvert.glsl:
uniform mat4 transform;
attribute vec4 position;
attribute vec4 color;
varying vec4 vertColor;
void main() {
gl_Position = transform * position;
vertColor = color;
}
colorfrag.glsl:
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
varying vec4 vertColor;
void main() {
gl_FragColor = vertColor;
}