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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" )
- };
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