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- ( function () {
- /**
- * Gamma Correction Shader
- * http://en.wikipedia.org/wiki/gamma_correction
- */
- const GammaCorrectionShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- vec4 tex = texture2D( tDiffuse, vUv );
- gl_FragColor = LinearTosRGB( tex ); // optional: LinearToGamma( tex, float( GAMMA_FACTOR ) );
- }`
- };
- THREE.GammaCorrectionShader = GammaCorrectionShader;
- } )();
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