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- const OutputShader = {
- name: 'OutputShader',
- uniforms: {
- 'tDiffuse': { value: null },
- 'toneMappingExposure': { value: 1 }
- },
- vertexShader: /* glsl */`
- precision highp float;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- attribute vec3 position;
- attribute vec2 uv;
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
-
- precision highp float;
- uniform sampler2D tDiffuse;
- #include <tonemapping_pars_fragment>
- #include <colorspace_pars_fragment>
- varying vec2 vUv;
- void main() {
- gl_FragColor = texture2D( tDiffuse, vUv );
- // tone mapping
- #ifdef LINEAR_TONE_MAPPING
- gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
- #elif defined( REINHARD_TONE_MAPPING )
- gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
- #elif defined( CINEON_TONE_MAPPING )
- gl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb );
- #elif defined( ACES_FILMIC_TONE_MAPPING )
- gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
- #elif defined( AGX_TONE_MAPPING )
- gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
- #elif defined( NEUTRAL_TONE_MAPPING )
- gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
- #endif
- // color space
- #ifdef SRGB_TRANSFER
- gl_FragColor = sRGBTransferOETF( gl_FragColor );
- #endif
- }`
- };
- export { OutputShader };
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