three-stdlib
Version:
stand-alone library of threejs examples
82 lines (59 loc) • 1.84 kB
JavaScript
"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const ACESFilmicToneMappingShader = {
uniforms: {
tDiffuse: { value: null },
exposure: { value: 1 }
},
vertexShader: (
/* glsl */
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
),
fragmentShader: (
/* glsl */
`
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 );
}
`
)
};
exports.ACESFilmicToneMappingShader = ACESFilmicToneMappingShader;
//# sourceMappingURL=ACESFilmicToneMappingShader.cjs.map