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Oinktube/node_modules/three/examples/js/shaders/BrightnessContrastShader.js
2023-12-11 11:59:56 -03:00

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JavaScript

/**
* 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' )
};