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https://github.com/Doodle3D/Doodle3D-Slicer.git
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78 lines
1.7 KiB
JavaScript
Executable File
78 lines
1.7 KiB
JavaScript
Executable File
/**
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* @author miibond
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*
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* Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
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*/
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THREE.ToneMapShader = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },
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"averageLuminance": { type: "f", value: 1.0 },
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"luminanceMap": { type: "t", value: null },
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"maxLuminance": { type: "f", value: 16.0 },
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"middleGrey": { type: "f", value: 0.6 }
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},
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vertexShader: [
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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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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"uniform float middleGrey;",
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"uniform float maxLuminance;",
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"#ifdef ADAPTED_LUMINANCE",
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"uniform sampler2D luminanceMap;",
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"#else",
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"uniform float averageLuminance;",
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"#endif",
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"const vec3 LUM_CONVERT = vec3(0.299, 0.587, 0.114);",
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"vec3 ToneMap( vec3 vColor ) {",
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"#ifdef ADAPTED_LUMINANCE",
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// Get the calculated average luminance
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"float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;",
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"#else",
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"float fLumAvg = averageLuminance;",
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"#endif",
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// Calculate the luminance of the current pixel
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"float fLumPixel = dot(vColor, LUM_CONVERT);",
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// Apply the modified operator (Eq. 4)
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"float fLumScaled = (fLumPixel * middleGrey) / fLumAvg;",
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"float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);",
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"return fLumCompressed * vColor;",
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"}",
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"void main() {",
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"vec4 texel = texture2D( tDiffuse, vUv );",
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"gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );",
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//Gamma 2.0
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"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
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"}"
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].join("\n")
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};
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