mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
59 lines
1.1 KiB
JavaScript
Executable File
59 lines
1.1 KiB
JavaScript
Executable File
/**
|
|
* @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")
|
|
|
|
};
|