bytev-charts
Version:
基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
29 lines (28 loc) • 2.24 kB
JavaScript
import "core-js/modules/es.array.join.js";
console.warn("THREE.ACESFilmicToneMappingShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
/**
* ACES Filmic Tone Mapping Shader by Stephen Hill
* source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
*
* this implementation of ACES is modified to accommodate a brighter viewing environment.
* the scale factor of 1/0.6 is subjective. see discussion in #19621.
*/
THREE.ACESFilmicToneMappingShader = {
uniforms: {
'tDiffuse': {
value: null
},
'exposure': {
value: 1.0
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
fragmentShader: ['#define saturate(a) clamp( a, 0.0, 1.0 )', 'uniform sampler2D tDiffuse;', 'uniform float exposure;', 'varying vec2 vUv;', 'vec3 RRTAndODTFit( vec3 v ) {', ' vec3 a = v * ( v + 0.0245786 ) - 0.000090537;', ' vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;', ' return a / b;', '}', 'vec3 ACESFilmicToneMapping( vec3 color ) {', // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
' const mat3 ACESInputMat = mat3(', ' vec3( 0.59719, 0.07600, 0.02840 ),', // transposed from source
' vec3( 0.35458, 0.90834, 0.13383 ),', ' vec3( 0.04823, 0.01566, 0.83777 )', ' );', // ODT_SAT => XYZ => D60_2_D65 => sRGB
' const mat3 ACESOutputMat = mat3(', ' vec3( 1.60475, -0.10208, -0.00327 ),', // transposed from source
' vec3( -0.53108, 1.10813, -0.07276 ),', ' vec3( -0.07367, -0.00605, 1.07602 )', ' );', ' color = ACESInputMat * color;', // Apply RRT and ODT
' color = RRTAndODTFit( color );', ' color = ACESOutputMat * color;', // Clamp to [0, 1]
' return saturate( color );', '}', 'void main() {', ' vec4 tex = texture2D( tDiffuse, vUv );', ' tex.rgb *= exposure / 0.6;', // pre-exposed, outside of the tone mapping function
' gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );', '}'].join('\n')
};