gpu-curtains
Version:
gpu-curtains is a 3D WebGPU rendering engine. It can be used as a standalone 3D engine, but also includes extra classes focused on mapping 3d objects to DOM elements; It allows users to synchronize values such as position, sizing, or scale between them.
59 lines (50 loc) • 1.99 kB
JavaScript
const toneMappingUtils = (
/* wgsl */
`
// linear <-> sRGB conversions
fn linearTosRGB(linear: vec3f) -> vec3f {
return vec3( mix( pow( linear.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), linear.rgb * 12.92, vec3( lessThan3( linear.rgb, vec3( 0.0031308 ) ) ) ) );
}
fn linearTosRGB_4(linear: vec4f) -> vec4f {
return vec4( linearTosRGB(linear.rgb), linear.a );
}
fn sRGBToLinear(srgb: vec3f) -> vec3f {
if (all(srgb <= vec3(0.04045))) {
return srgb / vec3(12.92);
}
return pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
}
fn sRGBToLinear_4(srgb: vec4f) -> vec4f {
return vec4( sRGBToLinear(srgb.rgb), srgb.a );
}
// source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
fn ReinhardToneMapping( color: vec3f ) -> vec3f {
return saturate( color / ( vec3( 1.0 ) + color ) );
}
// source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
fn CineonToneMapping( color: vec3f ) -> vec3f {
// filmic operator by Jim Hejl and Richard Burgess-Dawson
let maxColor = max( vec3( 0.0 ), color - 0.004 );
return pow( ( maxColor * ( 6.2 * maxColor + 0.5 ) ) / ( maxColor * ( 6.2 * maxColor + 1.7 ) + 0.06 ), vec3( 2.2 ) );
}
// https://modelviewer.dev/examples/tone-mapping
fn KhronosToneMapping( color: vec3f ) -> vec3f {
var toneMapColor = color;
const startCompression: f32 = 0.8 - 0.04;
const desaturation: f32 = 0.15;
var x: f32 = min(toneMapColor.r, min(toneMapColor.g, toneMapColor.b));
var offset: f32 = select(0.04, x - 6.25 * x * x, x < 0.08);
toneMapColor = toneMapColor - offset;
var peak: f32 = max(toneMapColor.r, max(toneMapColor.g, toneMapColor.b));
if (peak < startCompression) {
return toneMapColor;
}
const d: f32 = 1. - startCompression;
let newPeak: f32 = 1. - d * d / (peak + d - startCompression);
toneMapColor *= newPeak / peak;
let g: f32 = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
return mix(toneMapColor, newPeak * vec3(1, 1, 1), g);
}
`
);
export { toneMappingUtils };