Buckets:
| /** | |
| * @module BrightnessContrastShader | |
| * @three_import import { BrightnessContrastShader } from 'three/addons/shaders/BrightnessContrastShader.js'; | |
| */ | |
| /** | |
| * 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 }; | |
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