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;
33 lines (32 loc) • 2.03 kB
JavaScript
import "core-js/modules/es.array.join.js";
console.warn("THREE.ToneMapShader: 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.");
/**
* Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
*/
THREE.ToneMapShader = {
uniforms: {
"tDiffuse": {
value: null
},
"averageLuminance": {
value: 1.0
},
"luminanceMap": {
value: null
},
"maxLuminance": {
value: 16.0
},
"minLuminance": {
value: 0.01
},
"middleGrey": {
value: 0.6
}
},
vertexShader: ["varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"),
fragmentShader: ["#include <common>", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "uniform float middleGrey;", "uniform float minLuminance;", "uniform float maxLuminance;", "#ifdef ADAPTED_LUMINANCE", " uniform sampler2D luminanceMap;", "#else", " uniform float averageLuminance;", "#endif", "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 = linearToRelativeLuminance( vColor );", // Apply the modified operator (Eq. 4)
" float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, 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")
};