three-stdlib
Version:
stand-alone library of threejs examples
82 lines (59 loc) • 1.76 kB
JavaScript
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 );,
},
`
)
};
export {
ACESFilmicToneMappingShader
};
//# sourceMappingURL=ACESFilmicToneMappingShader.js.map