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| /** | |
| * @author miibond | |
| * | |
| * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf | |
| */ | |
| THREE.ToneMapShader = { | |
| uniforms: { | |
| "tDiffuse": { value: null }, | |
| "averageLuminance": { value: 1.0 }, | |
| "luminanceMap": { value: null }, | |
| "maxLuminance": { value: 16.0 }, | |
| "minLuminance": { value: 0.01 }, | |
| "middleGrey": { value: 0.6 } | |
| }, | |
| vertexShader: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| "vUv = uv;", | |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "#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 );", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |