ACESFilmicToneMappingShader.js 2.0 KB

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  1. /**
  2. * @author WestLangley / http://github.com/WestLangley
  3. *
  4. * ACES Filmic Tone Mapping Shader by Stephen Hill
  5. * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  6. *
  7. * this implementation of ACES is modified to accommodate a brighter viewing environment.
  8. * the scale factor of 1/0.6 is subjective. see discussion in #19621.
  9. */
  10. var ACESFilmicToneMappingShader = {
  11. uniforms: {
  12. 'tDiffuse': { value: null },
  13. 'exposure': { value: 1.0 }
  14. },
  15. vertexShader: [
  16. 'varying vec2 vUv;',
  17. 'void main() {',
  18. ' vUv = uv;',
  19. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  20. '}'
  21. ].join( '\n' ),
  22. fragmentShader: [
  23. '#define saturate(a) clamp( a, 0.0, 1.0 )',
  24. 'uniform sampler2D tDiffuse;',
  25. 'uniform float exposure;',
  26. 'varying vec2 vUv;',
  27. 'vec3 RRTAndODTFit( vec3 v ) {',
  28. ' vec3 a = v * ( v + 0.0245786 ) - 0.000090537;',
  29. ' vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;',
  30. ' return a / b;',
  31. '}',
  32. 'vec3 ACESFilmicToneMapping( vec3 color ) {',
  33. // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
  34. ' const mat3 ACESInputMat = mat3(',
  35. ' vec3( 0.59719, 0.07600, 0.02840 ),', // transposed from source
  36. ' vec3( 0.35458, 0.90834, 0.13383 ),',
  37. ' vec3( 0.04823, 0.01566, 0.83777 )',
  38. ' );',
  39. // ODT_SAT => XYZ => D60_2_D65 => sRGB
  40. ' const mat3 ACESOutputMat = mat3(',
  41. ' vec3( 1.60475, -0.10208, -0.00327 ),', // transposed from source
  42. ' vec3( -0.53108, 1.10813, -0.07276 ),',
  43. ' vec3( -0.07367, -0.00605, 1.07602 )',
  44. ' );',
  45. ' color = ACESInputMat * color;',
  46. // Apply RRT and ODT
  47. ' color = RRTAndODTFit( color );',
  48. ' color = ACESOutputMat * color;',
  49. // Clamp to [0, 1]
  50. ' return saturate( color );',
  51. '}',
  52. 'void main() {',
  53. ' vec4 tex = texture2D( tDiffuse, vUv );',
  54. ' tex.rgb *= exposure / 0.6;', // pre-exposed, outside of the tone mapping function
  55. ' gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );',
  56. '}'
  57. ].join( '\n' )
  58. };
  59. export { ACESFilmicToneMappingShader };