ToneMapShader.js 1.6 KB

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  1. /**
  2. * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
  3. */
  4. THREE.ToneMapShader = {
  5. uniforms: {
  6. "tDiffuse": { value: null },
  7. "averageLuminance": { value: 1.0 },
  8. "luminanceMap": { value: null },
  9. "maxLuminance": { value: 16.0 },
  10. "minLuminance": { value: 0.01 },
  11. "middleGrey": { value: 0.6 }
  12. },
  13. vertexShader: [
  14. "varying vec2 vUv;",
  15. "void main() {",
  16. " vUv = uv;",
  17. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  18. "}"
  19. ].join( "\n" ),
  20. fragmentShader: [
  21. "#include <common>",
  22. "uniform sampler2D tDiffuse;",
  23. "varying vec2 vUv;",
  24. "uniform float middleGrey;",
  25. "uniform float minLuminance;",
  26. "uniform float maxLuminance;",
  27. "#ifdef ADAPTED_LUMINANCE",
  28. " uniform sampler2D luminanceMap;",
  29. "#else",
  30. " uniform float averageLuminance;",
  31. "#endif",
  32. "vec3 ToneMap( vec3 vColor ) {",
  33. " #ifdef ADAPTED_LUMINANCE",
  34. // Get the calculated average luminance
  35. " float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;",
  36. " #else",
  37. " float fLumAvg = averageLuminance;",
  38. " #endif",
  39. // Calculate the luminance of the current pixel
  40. " float fLumPixel = linearToRelativeLuminance( vColor );",
  41. // Apply the modified operator (Eq. 4)
  42. " float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );",
  43. " float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);",
  44. " return fLumCompressed * vColor;",
  45. "}",
  46. "void main() {",
  47. " vec4 texel = texture2D( tDiffuse, vUv );",
  48. " gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );",
  49. "}"
  50. ].join( "\n" )
  51. };