/** * @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) */ THREE.BrightnessContrastShader = { uniforms: { "tDiffuse": { type: "t", value: null }, "brightness": { type: "f", value: 0 }, "contrast": { type: "f", 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") };