three-shaders
Version:
three-shaders - a library of shaders included with Three.js library
80 lines (54 loc) • 1.58 kB
JavaScript
/**
* @author miibond
*
* Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
*/
function ToneMapShader() {
return {
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 );
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
varying vec2 vUv;
uniform float middleGrey;
uniform float maxLuminance;
uniform sampler2D luminanceMap;
uniform float averageLuminance;
const vec3 LUM_CONVERT = vec3(0.299, 0.587, 0.114);
vec3 ToneMap( vec3 vColor ) {
// Get the calculated average luminance
float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;
float fLumAvg = averageLuminance;
// 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 );
}
`
}
};
module.exports = ToneMapShader;