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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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