/** * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf */ var 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: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ '#include ', '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 = linearToRelativeLuminance( 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 );', '}' ].join( '\n' ) }; export { ToneMapShader };