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61 lines
1.1 KiB
61 lines
1.1 KiB
( function () {
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/**
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* Brightness and contrast adjustment
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* https://github.com/evanw/glfx.js
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* brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
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* contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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*/
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const BrightnessContrastShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'brightness': {
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value: 0
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},
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'contrast': {
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value: 0
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader:
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/* glsl */
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`
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uniform sampler2D tDiffuse;
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uniform float brightness;
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uniform float contrast;
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varying vec2 vUv;
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void main() {
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gl_FragColor = texture2D( tDiffuse, vUv );
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gl_FragColor.rgb += brightness;
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if (contrast > 0.0) {
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gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;
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} else {
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gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;
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}
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}`
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};
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THREE.BrightnessContrastShader = BrightnessContrastShader;
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} )();
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