You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
74 lines
1.6 KiB
74 lines
1.6 KiB
2 years ago
|
/**
|
||
|
* 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 );
|
||
|
|
||
|
}`
|
||
|
|
||
|
};
|
||
|
|
||
|
export { ToneMapShader };
|