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https://github.com/DanielnetoDotCom/YouPHPTube
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75 lines
1.6 KiB
JavaScript
75 lines
1.6 KiB
JavaScript
/**
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* Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
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*/
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THREE.ToneMapShader = {
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uniforms: {
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'tDiffuse': { value: null },
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'averageLuminance': { value: 1.0 },
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'luminanceMap': { value: null },
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'maxLuminance': { value: 16.0 },
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'minLuminance': { value: 0.01 },
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'middleGrey': { value: 0.6 }
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},
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vertexShader: [
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'varying vec2 vUv;',
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'void main() {',
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' vUv = uv;',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'#include <common>',
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'uniform sampler2D tDiffuse;',
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'varying vec2 vUv;',
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'uniform float middleGrey;',
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'uniform float minLuminance;',
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'uniform float maxLuminance;',
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'#ifdef ADAPTED_LUMINANCE',
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' uniform sampler2D luminanceMap;',
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'#else',
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' uniform float averageLuminance;',
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'#endif',
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'vec3 ToneMap( vec3 vColor ) {',
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' #ifdef ADAPTED_LUMINANCE',
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// Get the calculated average luminance
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' float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;',
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' #else',
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' float fLumAvg = averageLuminance;',
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' #endif',
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// Calculate the luminance of the current pixel
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' float fLumPixel = linearToRelativeLuminance( vColor );',
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// Apply the modified operator (Eq. 4)
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' float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );',
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' float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);',
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' return fLumCompressed * vColor;',
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'}',
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'void main() {',
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' vec4 texel = texture2D( tDiffuse, vUv );',
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' gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );',
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'}'
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].join( '\n' )
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};
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