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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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54 lines
1.0 KiB
54 lines
1.0 KiB
/** |
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* Brightness and contrast adjustment |
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* https://github.com/evanw/glfx.js |
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* brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white) |
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* contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast) |
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*/ |
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const BrightnessContrastShader = { |
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uniforms: { |
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'tDiffuse': { value: null }, |
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'brightness': { value: 0 }, |
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'contrast': { value: 0 } |
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}, |
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vertexShader: /* glsl */` |
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varying vec2 vUv; |
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void main() { |
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vUv = uv; |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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}`, |
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fragmentShader: /* glsl */` |
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uniform sampler2D tDiffuse; |
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uniform float brightness; |
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uniform float contrast; |
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varying vec2 vUv; |
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void main() { |
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gl_FragColor = texture2D( tDiffuse, vUv ); |
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gl_FragColor.rgb += brightness; |
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if (contrast > 0.0) { |
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gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5; |
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} else { |
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gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5; |
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} |
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}` |
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}; |
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export { BrightnessContrastShader };
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