File: //var/www/aspa/three/addons/shaders/BrightnessContrastShader.js
/**
 * 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 };