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@@ -72,18 +72,23 @@
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renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
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renderer.toneMappingExposure = params.exposure;
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-
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// Set CustomToneMapping to Uncharted2
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// source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
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THREE.ShaderChunk.tonemapping_pars_fragment = THREE.ShaderChunk.tonemapping_pars_fragment.replace(
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+
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'vec3 CustomToneMapping( vec3 color ) { return color; }',
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+
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`#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
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+
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float toneMappingWhitePoint = 1.0;
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+
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vec3 CustomToneMapping( vec3 color ) {
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color *= toneMappingExposure;
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return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
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+
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}`
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+
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);
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scene = new THREE.Scene();
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@@ -138,6 +143,7 @@
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render();
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} );
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+
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const backgroundFolder = gui.addFolder( 'background' );
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backgroundFolder.add( params, 'blurriness', 0, 1 )
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