/** * @author miibond * * Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf */ THREE.ToneMapShader = { uniforms: { "tDiffuse": { value: null }, "averageLuminance": { value: 1.0 }, "luminanceMap": { value: null }, "maxLuminance": { value: 16.0 }, "middleGrey": { value: 0.6 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "uniform float middleGrey;", "uniform float maxLuminance;", "#ifdef ADAPTED_LUMINANCE", "uniform sampler2D luminanceMap;", "#else", "uniform float averageLuminance;", "#endif", "const vec3 LUM_CONVERT = vec3(0.299, 0.587, 0.114);", "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 = dot(vColor, LUM_CONVERT);", // Apply the modified operator (Eq. 4) "float fLumScaled = (fLumPixel * middleGrey) / 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" ) };