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							- ( function () {
 
- 	/**
 
-  * Brightness and contrast adjustment
 
-  * https://github.com/evanw/glfx.js
 
-  * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
 
-  * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
 
-  */
 
- 	const BrightnessContrastShader = {
 
- 		uniforms: {
 
- 			'tDiffuse': {
 
- 				value: null
 
- 			},
 
- 			'brightness': {
 
- 				value: 0
 
- 			},
 
- 			'contrast': {
 
- 				value: 0
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform float brightness;
 
- 		uniform float contrast;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			gl_FragColor = texture2D( tDiffuse, vUv );
 
- 			gl_FragColor.rgb += brightness;
 
- 			if (contrast > 0.0) {
 
- 				gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;
 
- 			} else {
 
- 				gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;
 
- 			}
 
- 		}`
 
- 	};
 
- 	THREE.BrightnessContrastShader = BrightnessContrastShader;
 
- } )();
 
 
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