#ifndef PROCESSING_GLSL
#define PROCESSING_GLSL

// https://www.shadertoy.com/view/XdcXzn

mat4 contrastMatrix(float contrast) {
  float t = (1.0 - contrast) / 2.0;

  return mat4(
    contrast,
    0,
    0,
    0,
    0,
    contrast,
    0,
    0,
    0,
    0,
    contrast,
    0,
    t,
    t,
    t,
    1
  );

}

mat4 saturationMatrix(float saturation) {
  vec3 luminance = vec3(0.3086, 0.6094, 0.082);

  float oneMinusSat = 1.0 - saturation;

  vec3 red = vec3(luminance.x * oneMinusSat);
  red += vec3(saturation, 0, 0);

  vec3 green = vec3(luminance.y * oneMinusSat);
  green += vec3(0, saturation, 0);

  vec3 blue = vec3(luminance.z * oneMinusSat);
  blue += vec3(0, 0, saturation);

  return mat4(red, 0, green, 0, blue, 0, 0, 0, 0, 1);
}

vec4 postProcess(vec4 color) {
  return contrastMatrix(CONTRAST) * saturationMatrix(SATURATION * 1) * color;
}

#endif
