Spaces:
Running
Running
/** | |
* 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 }; | |