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