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							- /**
 
-  * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
 
-  */
 
- var ToneMapShader = {
 
- 	uniforms: {
 
- 		'tDiffuse': { value: null },
 
- 		'averageLuminance': { value: 1.0 },
 
- 		'luminanceMap': { value: null },
 
- 		'maxLuminance': { value: 16.0 },
 
- 		'minLuminance': { value: 0.01 },
 
- 		'middleGrey': { value: 0.6 }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		#include <common>
 
- 		uniform sampler2D tDiffuse;
 
- 		varying vec2 vUv;
 
- 		uniform float middleGrey;
 
- 		uniform float minLuminance;
 
- 		uniform float maxLuminance;
 
- 		#ifdef ADAPTED_LUMINANCE
 
- 			uniform sampler2D luminanceMap;
 
- 		#else
 
- 			uniform float averageLuminance;
 
- 		#endif
 
- 		vec3 ToneMap( vec3 vColor ) {
 
- 			#ifdef ADAPTED_LUMINANCE
 
- 				// Get the calculated average luminance
 
- 				float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;
 
- 			#else
 
- 				float fLumAvg = averageLuminance;
 
- 			#endif
 
- 			// Calculate the luminance of the current pixel
 
- 			float fLumPixel = linearToRelativeLuminance( vColor );
 
- 			// Apply the modified operator (Eq. 4)
 
- 			float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );
 
- 			float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);
 
- 			return fLumCompressed * vColor;
 
- 		}
 
- 		void main() {
 
- 			vec4 texel = texture2D( tDiffuse, vUv );
 
- 			gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );
 
- 		}`
 
- };
 
- export { ToneMapShader };
 
 
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