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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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