90 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			90 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								/**
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								 * ACES Filmic Tone Mapping Shader by Stephen Hill
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								 * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
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								 *
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								 * this implementation of ACES is modified to accommodate a brighter viewing environment.
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								 * the scale factor of 1/0.6 is subjective. see discussion in #19621.
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								 */
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								const ACESFilmicToneMappingShader = {
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									name: 'ACESFilmicToneMappingShader',
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									uniforms: {
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										'tDiffuse': { value: null },
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										'exposure': { value: 1.0 }
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									},
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									vertexShader: /* glsl */`
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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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									fragmentShader: /* glsl */`
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										#define saturate(a) clamp( a, 0.0, 1.0 )
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										uniform sampler2D tDiffuse;
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										uniform float exposure;
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										varying vec2 vUv;
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										vec3 RRTAndODTFit( vec3 v ) {
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											vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
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											vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
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											return a / b;
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										}
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										vec3 ACESFilmicToneMapping( vec3 color ) {
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										// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
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											const mat3 ACESInputMat = mat3(
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												vec3( 0.59719, 0.07600, 0.02840 ), // transposed from source
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												vec3( 0.35458, 0.90834, 0.13383 ),
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												vec3( 0.04823, 0.01566, 0.83777 )
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											);
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										// ODT_SAT => XYZ => D60_2_D65 => sRGB
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											const mat3 ACESOutputMat = mat3(
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												vec3(  1.60475, -0.10208, -0.00327 ), // transposed from source
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												vec3( -0.53108,  1.10813, -0.07276 ),
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												vec3( -0.07367, -0.00605,  1.07602 )
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											);
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											color = ACESInputMat * color;
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										// Apply RRT and ODT
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											color = RRTAndODTFit( color );
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											color = ACESOutputMat * color;
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										// Clamp to [0, 1]
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											return saturate( color );
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										}
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										void main() {
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											vec4 tex = texture2D( tDiffuse, vUv );
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											tex.rgb *= exposure / 0.6; // pre-exposed, outside of the tone mapping function
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											gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );
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										}`
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								};
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								export { ACESFilmicToneMappingShader };
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