/** * @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 };