Files
lucidia-metaverse/node_modules/three/examples/jsm/shaders/BrightnessContrastShader.js
Alexa Louise 47cf47f624 Initial commit: Lucidia Metaverse
Complete 3D metaverse platform with:
- Three.js 3D rendering
- Cannon.js physics engine
- Pointer lock controls
- Procedural cityscape
- Floating islands
- Portal system
- Particle effects
- WebXR/VR support ready
- Multiplayer ready (Socket.io)

Features:
- First-person controls (WASD + mouse)
- Jump and run mechanics
- Chat system
- Real-time HUD
- Loading screen
- Responsive design

Built with Vite for fast builds and hot reload.

🤖 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-22 19:02:56 -06:00

57 lines
1.0 KiB
JavaScript

/**
* 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 };