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- /**
- * @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" )
- };
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