( function () { /** * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf */ const 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: /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */ ` #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 = luminance( 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 ); }` }; THREE.ToneMapShader = ToneMapShader; } )();