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| THREE.ToneMapShader = { |
|
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| uniforms: { |
|
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| "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", |
| |
| "float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;", |
| "#else", |
| "float fLumAvg = averageLuminance;", |
| "#endif", |
|
|
| |
| "float fLumPixel = linearToRelativeLuminance( vColor );", |
|
|
| |
| "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" ) |
|
|
| }; |
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|