86 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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