/** * 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) */ var BrightnessContrastShader = { uniforms: { 'tDiffuse': { value: null }, 'brightness': { value: 0 }, 'contrast': { value: 0 } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ '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;', ' }', '}' ].join( '\n' ) }; export { BrightnessContrastShader };