| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687 | /** * 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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