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Merge pull request #1 from bhouston/dev-gamma

Dev gamma
WestLangley 10 éve
szülő
commit
e5fed34126

+ 0 - 2
examples/js/shaders/ToneMapShader.js

@@ -67,8 +67,6 @@ THREE.ToneMapShader = {
 			"vec4 texel = texture2D( tDiffuse, vUv );",
 			
 			"gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );",
-			//Gamma 2.0
-			"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
 
 		"}"
 

+ 6 - 5
examples/webgl_shaders_tonemapping.html

@@ -46,6 +46,7 @@
 		<script src="js/shaders/LuminosityShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
 		<script src="js/shaders/ToneMapShader.js"></script>
+		<script src="js/shaders/GammaCorrectionShader.js"></script>
 		
 		<script src="js/postprocessing/EffectComposer.js"></script>
 		<script src="js/postprocessing/RenderPass.js"></script>
@@ -368,27 +369,27 @@
 				ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
 				hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
 				bloomPass = new THREE.BloomPass();
-				var copyPass = new THREE.ShaderPass( THREE.CopyShader );
-				copyPass.renderToScreen = true;
+				var gammaCorrectionPass = new THREE.ShaderPass( THREE.GammaCorrectionShader );
+				gammaCorrectionPass.renderToScreen = true;
 				
 				dynamicHdrEffectComposer.addPass( skyboxPass );
 				dynamicHdrEffectComposer.addPass( scenePass );
 				dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
 				// dynamicHdrEffectComposer.addPass( debugPass );
 				dynamicHdrEffectComposer.addPass( bloomPass );
-				dynamicHdrEffectComposer.addPass( copyPass );
+				dynamicHdrEffectComposer.addPass( gammaCorrectionPass );
 
 				hdrEffectComposer.addPass( skyboxPass );
 				hdrEffectComposer.addPass( scenePass );
 				hdrEffectComposer.addPass( hdrToneMappingPass );
 				hdrEffectComposer.addPass( bloomPass );
-				hdrEffectComposer.addPass( copyPass );
+				hdrEffectComposer.addPass( gammaCorrectionPass );
 
 				ldrEffectComposer.addPass( skyboxPass );
 				ldrEffectComposer.addPass( scenePass );
 				ldrEffectComposer.addPass( ldrToneMappingPass );
 				ldrEffectComposer.addPass( bloomPass );
-				ldrEffectComposer.addPass( copyPass );
+				ldrEffectComposer.addPass( gammaCorrectionPass );
 
 				// var gammaPass = new THREE.ShaderPass( GammaShader );
 				// gammaPass.renderToScreen = true;