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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /ToneMapShader.cjs
| ; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| 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 */ | |
| ` | |
| #include <common> | |
| uniform sampler2D tDiffuse; | |
| varying vec2 vUv; | |
| uniform float middleGrey; | |
| uniform float minLuminance; | |
| uniform float maxLuminance; | |
| #ifdef ADAPTED_LUMINANCE | |
| uniform sampler2D luminanceMap; | |
| #else | |
| uniform float averageLuminance; | |
| #endif | |
| 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 = 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 ); | |
| } | |
| ` | |
| ) | |
| }; | |
| exports.ToneMapShader = ToneMapShader; | |
| //# sourceMappingURL=ToneMapShader.cjs.map | |
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