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- ( 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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