{"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: [\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  ].join('\\n'),\n\n  fragmentShader: [\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  ].join('\\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,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}