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ToneMapShader.js
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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
*/
var 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" )
};
export { ToneMapShader };