three-stdlib
Version:
stand-alone library of threejs examples
73 lines (58 loc) • 1.62 kB
JavaScript
const ToneMapShader = {
uniforms: {
tDiffuse: { value: null },
averageLuminance: { value: 1 },
luminanceMap: { value: null },
maxLuminance: { value: 16 },
minLuminance: { value: 0.01 },
middleGrey: { value: 0.6 }
},
vertexShader: (
/* glsl */
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
),
fragmentShader: (
/* glsl */
`
uniform sampler2D tDiffuse;
varying vec2 vUv;
uniform float middleGrey;
uniform float minLuminance;
uniform float maxLuminance;
uniform sampler2D luminanceMap;
uniform float averageLuminance;
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 = linearToRelativeLuminance( vColor );
// Apply the modified operator (Eq. 4)
float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, 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 );
}
`
)
};
export {
ToneMapShader
};
//# sourceMappingURL=ToneMapShader.js.map