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| /** | |
| * @author tapio / http://tapio.github.com/ | |
| * | |
| * 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" ) | |
| }; | |