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Oinktube/node_modules/three/examples/js/shaders/ToneMapShader.js
2023-12-11 11:59:56 -03:00

75 lines
1.6 KiB
JavaScript

/**
* 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' )
};