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- /**
- * 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)
- */
- THREE.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' )
- };
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