| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 | ( function () {	/** * 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 );		}`	};	THREE.ACESFilmicToneMappingShader = ACESFilmicToneMappingShader;} )();
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