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84 lines
1.6 KiB
84 lines
1.6 KiB
( function () {
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/**
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* Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
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*/
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const ToneMapShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'averageLuminance': {
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value: 1.0
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},
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'luminanceMap': {
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value: null
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},
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'maxLuminance': {
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value: 16.0
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},
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'minLuminance': {
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value: 0.01
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},
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'middleGrey': {
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value: 0.6
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}
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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#include <common>
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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uniform float middleGrey;
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uniform float minLuminance;
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uniform float maxLuminance;
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#ifdef ADAPTED_LUMINANCE
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uniform sampler2D luminanceMap;
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#else
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uniform float averageLuminance;
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#endif
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vec3 ToneMap( vec3 vColor ) {
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#ifdef ADAPTED_LUMINANCE
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// Get the calculated average luminance
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float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;
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#else
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float fLumAvg = averageLuminance;
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#endif
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// Calculate the luminance of the current pixel
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float fLumPixel = luminance( vColor );
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// Apply the modified operator (Eq. 4)
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float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );
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float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);
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return fLumCompressed * vColor;
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}
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );
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}`
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};
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THREE.ToneMapShader = ToneMapShader;
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} )();
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