{"version":3,"file":"BrightnessContrastShader.cjs","sources":["../../src/shaders/BrightnessContrastShader.ts"],"sourcesContent":["/**\n * Brightness and contrast adjustment\n * https://github.com/evanw/glfx.js\n * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)\n * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const BrightnessContrastShader = {\n uniforms: {\n tDiffuse: { value: null },\n brightness: { value: 0 },\n contrast: { value: 0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float brightness;\n uniform float contrast;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n\n \tgl_FragColor.rgb += brightness;\n\n \tif (contrast > 0.0) {\n \t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;\n \t} else {\n \t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,UAAU,EAAE,OAAO,EAAE;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAqB7B;;"}