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