/** * @author tapio / http://tapio.github.com/ * * 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) */ var 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" ) }; export { BrightnessContrastShader };