| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061 | ( 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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