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- /**
- * @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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