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2 years ago
( function () {
/**
* Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
*/
const 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 = luminance( 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 );
}`
};
THREE.ToneMapShader = ToneMapShader;
} )();