57 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /**
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|  * Brightness and contrast adjustment
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|  * https://github.com/evanw/glfx.js
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|  * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
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|  * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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|  */
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| 
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| const BrightnessContrastShader = {
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| 
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| 	name: 'BrightnessContrastShader',
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| 
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| 	uniforms: {
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| 
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| 		'tDiffuse': { value: null },
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| 		'brightness': { value: 0 },
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| 		'contrast': { value: 0 }
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vUv = uv;
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| 
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 
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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 
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| 		uniform sampler2D tDiffuse;
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| 		uniform float brightness;
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| 		uniform float contrast;
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			gl_FragColor = texture2D( tDiffuse, vUv );
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| 
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| 			gl_FragColor.rgb += brightness;
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| 
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| 			if (contrast > 0.0) {
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| 				gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;
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| 			} else {
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| 				gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;
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| 			}
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| 
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| 		}`
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| 
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| };
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| 
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| export { BrightnessContrastShader };
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