/** * 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) */ 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 };