提交 bf6d1f11 编写于 作者: M Mr.doob

Merge remote-tracking branch 'tapio/shader-extras' into dev

......@@ -5,15 +5,15 @@
*
* ShaderExtras currently contains:
*
* screen
* convolution
* film
* bokeh
* screen
* convolution
* film
* bokeh
* sepia
* dotscreen
* vignette
* dotscreen
* vignette
* bleachbypass
* basic
* basic
* dofmipmap
* focus
* triangleBlur
......@@ -23,6 +23,8 @@
* fxaa
* luminosity
* colorCorrection
* brightnessContrast
* hueSaturation
* normalmap
* ssao
* colorify
......@@ -1340,6 +1342,131 @@ THREE.ShaderExtras = {
},
/* -------------------------------------------------------------------------
// 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)
------------------------------------------------------------------------- */
'brightnessContrast': {
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")
},
/* -------------------------------------------------------------------------
// Hue and saturation adjustment
// https://github.com/evanw/glfx.js
// hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
// saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
------------------------------------------------------------------------- */
'hueSaturation': {
uniforms: {
"tDiffuse" : { type: "t", value: null },
"hue" : { type: "f", value: 0 },
"saturation" : { 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 hue;",
"uniform float saturation;",
"varying vec2 vUv;",
"void main() {",
"gl_FragColor = texture2D( tDiffuse, vUv );",
// hue
"float angle = hue * 3.14159265;",
"float s = sin(angle), c = cos(angle);",
"vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
"float len = length(gl_FragColor.rgb);",
"gl_FragColor.rgb = vec3(",
"dot(gl_FragColor.rgb, weights.xyz),",
"dot(gl_FragColor.rgb, weights.zxy),",
"dot(gl_FragColor.rgb, weights.yzx)",
");",
// saturation
"float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
"if (saturation > 0.0) {",
"gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
"} else {",
"gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
"}",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Normal map shader
// - compute normals from heightmap
......
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