three
Version:
JavaScript 3D library
60 lines (38 loc) • 1.16 kB
JavaScript
/** @module BrightnessContrastShader */
/**
* Brightness and contrast adjustment {@link 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)
*
* @constant
* @type {ShaderMaterial~Shader}
*/
const BrightnessContrastShader = {
name: 'BrightnessContrastShader',
uniforms: {
'tDiffuse': { value: null },
'brightness': { value: 0 },
'contrast': { value: 0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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;
}
}`
};
export { BrightnessContrastShader };