ToneMapShader.js 1.7 KB

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  1. ( function () {
  2. /**
  3. * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
  4. */
  5. var ToneMapShader = {
  6. uniforms: {
  7. 'tDiffuse': {
  8. value: null
  9. },
  10. 'averageLuminance': {
  11. value: 1.0
  12. },
  13. 'luminanceMap': {
  14. value: null
  15. },
  16. 'maxLuminance': {
  17. value: 16.0
  18. },
  19. 'minLuminance': {
  20. value: 0.01
  21. },
  22. 'middleGrey': {
  23. value: 0.6
  24. }
  25. },
  26. vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
  27. fragmentShader: [ '#include <common>', '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
  28. ' float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;', ' #else', ' float fLumAvg = averageLuminance;', ' #endif', // Calculate the luminance of the current pixel
  29. ' float fLumPixel = linearToRelativeLuminance( vColor );', // Apply the modified operator (Eq. 4)
  30. ' 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' )
  31. };
  32. THREE.ToneMapShader = ToneMapShader;
  33. } )();