three
Version:
JavaScript 3D library
91 lines (57 loc) • 2.28 kB
JavaScript
console.warn( "THREE.ACESFilmicToneMappingShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
/**
* ACES Filmic Tone Mapping Shader by Stephen Hill
* source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
*
* this implementation of ACES is modified to accommodate a brighter viewing environment.
* the scale factor of 1/0.6 is subjective. see discussion in #19621.
*/
THREE.ACESFilmicToneMappingShader = {
uniforms: {
'tDiffuse': { value: null },
'exposure': { value: 1.0 }
},
vertexShader: [
'varying vec2 vUv;',
'void main() {',
' vUv = uv;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'#define saturate(a) clamp( a, 0.0, 1.0 )',
'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 );',
'}'
].join( '\n' )
};