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three

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JavaScript 3D library

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import { TempNode } from '../core/TempNode.js'; import { FunctionNode } from '../core/FunctionNode.js'; import { LuminanceNode } from './LuminanceNode.js'; class ColorAdjustmentNode extends TempNode { constructor( rgb, adjustment, method ) { super( 'v3' ); this.rgb = rgb; this.adjustment = adjustment; this.method = method || ColorAdjustmentNode.SATURATION; } generate( builder, output ) { const rgb = this.rgb.build( builder, 'v3' ), adjustment = this.adjustment.build( builder, 'f' ); switch ( this.method ) { case ColorAdjustmentNode.BRIGHTNESS: return builder.format( '( ' + rgb + ' + ' + adjustment + ' )', this.getType( builder ), output ); break; case ColorAdjustmentNode.CONTRAST: return builder.format( '( ' + rgb + ' * ' + adjustment + ' )', this.getType( builder ), output ); break; } const method = builder.include( ColorAdjustmentNode.Nodes[ this.method ] ); return builder.format( method + '( ' + rgb + ', ' + adjustment + ' )', this.getType( builder ), output ); } copy( source ) { super.copy( source ); this.rgb = source.rgb; this.adjustment = source.adjustment; this.method = source.method; return this; } toJSON( meta ) { let data = this.getJSONNode( meta ); if ( ! data ) { data = this.createJSONNode( meta ); data.rgb = this.rgb.toJSON( meta ).uuid; data.adjustment = this.adjustment.toJSON( meta ).uuid; data.method = this.method; } return data; } } ColorAdjustmentNode.Nodes = ( function () { const hue = new FunctionNode( /* glsl */` vec3 hue(vec3 rgb, float adjustment) { const mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135); const mat3 YIQtoRGB = mat3(1.0, 0.9563, 0.6210, 1.0, -0.2721, -0.6474, 1.0, -1.107, 1.7046); vec3 yiq = RGBtoYIQ * rgb; float hue = atan(yiq.z, yiq.y) + adjustment; float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y); return YIQtoRGB * vec3(yiq.x, chroma * cos(hue), chroma * sin(hue)); }` ); // Algorithm from Chapter 16 of OpenGL Shading Language const saturation = new FunctionNode( /* glsl */` vec3 saturation(vec3 rgb, float adjustment) { vec3 intensity = vec3( luminance( rgb ) ); return mix( intensity, rgb, adjustment ); }` , [ LuminanceNode.Nodes.luminance ] ); // include LuminanceNode function // Shader by Evan Wallace adapted by @lo-th const vibrance = new FunctionNode( /* glsl */` vec3 vibrance(vec3 rgb, float adjustment) { float average = (rgb.r + rgb.g + rgb.b) / 3.0; float mx = max(rgb.r, max(rgb.g, rgb.b)); float amt = (mx - average) * (-3.0 * adjustment); return mix(rgb.rgb, vec3(mx), amt); }` ); return { hue: hue, saturation: saturation, vibrance: vibrance }; } )(); ColorAdjustmentNode.SATURATION = 'saturation'; ColorAdjustmentNode.HUE = 'hue'; ColorAdjustmentNode.VIBRANCE = 'vibrance'; ColorAdjustmentNode.BRIGHTNESS = 'brightness'; ColorAdjustmentNode.CONTRAST = 'contrast'; ColorAdjustmentNode.prototype.nodeType = 'ColorAdjustment'; ColorAdjustmentNode.prototype.hashProperties = [ 'method' ]; export { ColorAdjustmentNode };