Download node_modules/three/examples/jsm/shaders/OutputShader.js from SimWorld-AI/industrial-harbor-viewer: direct link, hf CLI and curl.
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1.39 kB
| const OutputShader = { | |
| name: 'OutputShader', | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'toneMappingExposure': { value: 1 } | |
| }, | |
| vertexShader: /* glsl */` | |
| precision highp float; | |
| uniform mat4 modelViewMatrix; | |
| uniform mat4 projectionMatrix; | |
| attribute vec3 position; | |
| attribute vec2 uv; | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| precision highp float; | |
| uniform sampler2D tDiffuse; | |
| #include <tonemapping_pars_fragment> | |
| #include <colorspace_pars_fragment> | |
| varying vec2 vUv; | |
| void main() { | |
| gl_FragColor = texture2D( tDiffuse, vUv ); | |
| // tone mapping | |
| #ifdef LINEAR_TONE_MAPPING | |
| gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb ); | |
| #elif defined( REINHARD_TONE_MAPPING ) | |
| gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb ); | |
| #elif defined( CINEON_TONE_MAPPING ) | |
| gl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb ); | |
| #elif defined( ACES_FILMIC_TONE_MAPPING ) | |
| gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb ); | |
| #elif defined( AGX_TONE_MAPPING ) | |
| gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb ); | |
| #endif | |
| // color space | |
| #ifdef SRGB_TRANSFER | |
| gl_FragColor = sRGBTransferOETF( gl_FragColor ); | |
| #endif | |
| }` | |
| }; | |
| export { OutputShader }; | |