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three-shaders

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three-shaders - a library of shaders included with Three.js library

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/** * @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; #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 ); } ` } }; module.exports = ToneMapShader;