first commit
This commit is contained in:
		
							
								
								
									
										89
									
								
								public/sdk/three/jsm/shaders/ACESFilmicToneMappingShader.js
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										89
									
								
								public/sdk/three/jsm/shaders/ACESFilmicToneMappingShader.js
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,89 @@ | ||||
| /** | ||||
|  * 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 }; | ||||
		Reference in New Issue
	
	Block a user