86 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			86 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								const OutputShader = {
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									name: 'OutputShader',
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									uniforms: {
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										'tDiffuse': { value: null },
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										'toneMappingExposure': { value: 1 }
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									},
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									vertexShader: /* glsl */`
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										precision highp float;
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										uniform mat4 modelViewMatrix;
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										uniform mat4 projectionMatrix;
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										attribute vec3 position;
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										attribute vec2 uv;
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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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										precision highp float;
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										uniform sampler2D tDiffuse;
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										#include <tonemapping_pars_fragment>
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										#include <colorspace_pars_fragment>
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										varying vec2 vUv;
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										void main() {
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											gl_FragColor = texture2D( tDiffuse, vUv );
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											// tone mapping
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											#ifdef LINEAR_TONE_MAPPING
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												gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
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											#elif defined( REINHARD_TONE_MAPPING )
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												gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
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											#elif defined( CINEON_TONE_MAPPING )
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												gl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb );
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											#elif defined( ACES_FILMIC_TONE_MAPPING )
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												gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
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											#elif defined( AGX_TONE_MAPPING )
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												gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
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											#elif defined( NEUTRAL_TONE_MAPPING )
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												gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
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											#endif
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											// color space
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											#ifdef SRGB_TRANSFER
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												gl_FragColor = sRGBTransferOETF( gl_FragColor );
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											#endif
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										}`
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								};
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								export { OutputShader };
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