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							- /**
 
-  * ACES Filmic Tone Mapping Shader by Stephen Hill
 
-  * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
 
-  *
 
-  * this implementation of ACES is modified to accommodate a brighter viewing environment.
 
-  * the scale factor of 1/0.6 is subjective. see discussion in #19621.
 
-  */
 
- const ACESFilmicToneMappingShader = {
 
- 	uniforms: {
 
- 		'tDiffuse': { value: null },
 
- 		'exposure': { value: 1.0 }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		#define saturate(a) clamp( a, 0.0, 1.0 )
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform float exposure;
 
- 		varying vec2 vUv;
 
- 		vec3 RRTAndODTFit( vec3 v ) {
 
- 			vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
 
- 			vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
 
- 			return a / b;
 
- 		}
 
- 		vec3 ACESFilmicToneMapping( vec3 color ) {
 
- 		// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
 
- 			const mat3 ACESInputMat = mat3(
 
- 				vec3( 0.59719, 0.07600, 0.02840 ), // transposed from source
 
- 				vec3( 0.35458, 0.90834, 0.13383 ),
 
- 				vec3( 0.04823, 0.01566, 0.83777 )
 
- 			);
 
- 		// ODT_SAT => XYZ => D60_2_D65 => sRGB
 
- 			const mat3 ACESOutputMat = mat3(
 
- 				vec3(  1.60475, -0.10208, -0.00327 ), // transposed from source
 
- 				vec3( -0.53108,  1.10813, -0.07276 ),
 
- 				vec3( -0.07367, -0.00605,  1.07602 )
 
- 			);
 
- 			color = ACESInputMat * color;
 
- 		// Apply RRT and ODT
 
- 			color = RRTAndODTFit( color );
 
- 			color = ACESOutputMat * color;
 
- 		// Clamp to [0, 1]
 
- 			return saturate( color );
 
- 		}
 
- 		void main() {
 
- 			vec4 tex = texture2D( tDiffuse, vUv );
 
- 			tex.rgb *= exposure / 0.6; // pre-exposed, outside of the tone mapping function
 
- 			gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );
 
- 		}`
 
- };
 
- export { ACESFilmicToneMappingShader };
 
 
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