WestLangley 1 éve
szülő
commit
1c8dde5dc9

+ 17 - 9
src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js

@@ -168,24 +168,32 @@ vec3 AgXToneMapping( vec3 color ) {
 // https://modelviewer.dev/examples/tone-mapping
 
 vec3 NeutralToneMapping( vec3 color ) {
-	float startCompression = 0.8 - 0.04;
-	float desaturation = 0.15;
+
+	const float StartCompression = 0.8 - 0.04;
+	const float Desaturation = 0.15;
 
 	color *= toneMappingExposure;
 
-	float x = min(color.r, min(color.g, color.b));
+	float x = min( color.r, min( color.g, color.b ) );
+
 	float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
+
 	color -= offset;
 
-	float peak = max(color.r, max(color.g, color.b));
-	if (peak < startCompression) return color;
+	float peak = max( color.r, max( color.g, color.b ) );
+
+	if ( peak < StartCompression ) return color;
+
+	float d = 1. - StartCompression;
+
+	float newPeak = 1. - d * d / ( peak + d - StartCompression );
 
-	float d = 1. - startCompression;
-	float newPeak = 1. - d * d / (peak + d - startCompression);
 	color *= newPeak / peak;
 
-	float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
-	return mix(color, newPeak * vec3(1, 1, 1), g);
+	float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );
+
+	return mix( color, vec3( newPeak ), g );
+
 }
 
 vec3 CustomToneMapping( vec3 color ) { return color; }