{"version":3,"file":"ColorCorrectionShader.cjs","sources":["../../src/shaders/ColorCorrectionShader.ts"],"sourcesContent":["import { Vector3 } from 'three'\n\n/**\n * Color correction\n */\n\nexport const ColorCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n powRGB: { value: /* @__PURE__ */ new Vector3(2, 2, 2) },\n mulRGB: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },\n addRGB: { value: /* @__PURE__ */ new Vector3(0, 0, 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 vec3 powRGB;\n uniform vec3 mulRGB;\n uniform vec3 addRGB;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n \tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );\n\n }\n `,\n}\n"],"names":["Vector3"],"mappings":";;;AAMO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAuB,oBAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,QAAQ,EAAE,OAAuB,oBAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,QAAQ,EAAE,OAAuB,oBAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,EACxD;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;AAe7B;;"}