/**
 * Color correction
 */

THREE.ColorCorrectionShader = {

	uniforms: {

		'tDiffuse': { value: null },
		'powRGB': { value: new THREE.Vector3( 2, 2, 2 ) },
		'mulRGB': { value: new THREE.Vector3( 1, 1, 1 ) },
		'addRGB': { value: new THREE.Vector3( 0, 0, 0 ) }

	},

	vertexShader: [

		'varying vec2 vUv;',

		'void main() {',

		'	vUv = uv;',

		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',

		'}'

	].join( '\n' ),

	fragmentShader: [

		'uniform sampler2D tDiffuse;',
		'uniform vec3 powRGB;',
		'uniform vec3 mulRGB;',
		'uniform vec3 addRGB;',

		'varying vec2 vUv;',

		'void main() {',

		'	gl_FragColor = texture2D( tDiffuse, vUv );',
		'	gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );',

		'}'

	].join( '\n' )

};
