#ifndef _SATURATION_EFFECT_H
#define _SATURATION_EFFECT_H 1
+// A simple desaturation/saturation effect. We use the Rec. 709
+// definition of luminance (in linear light, of course) and linearly
+// interpolate between that (saturation=0) and the original signal
+// (saturation=1). Extrapolating that curve further (ie., saturation > 1)
+// gives us increased saturation if so desired.
+
#include "effect.h"
class SaturationEffect : public Effect {
public:
SaturationEffect();
- std::string output_glsl();
+ virtual std::string effect_type_id() const { return "SaturationEffect"; }
+ std::string output_fragment_shader();
private:
float saturation;