BrightnessContrastShader.js 1.1 KB

123456789101112131415161718192021222324252627
  1. ( function () {
  2. /**
  3. * Brightness and contrast adjustment
  4. * https://github.com/evanw/glfx.js
  5. * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
  6. * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
  7. */
  8. var BrightnessContrastShader = {
  9. uniforms: {
  10. 'tDiffuse': {
  11. value: null
  12. },
  13. 'brightness': {
  14. value: 0
  15. },
  16. 'contrast': {
  17. value: 0
  18. }
  19. },
  20. vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
  21. 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' )
  22. };
  23. THREE.BrightnessContrastShader = BrightnessContrastShader;
  24. } )();