Doodle3D-Slicer/three.js-master/examples/js/shaders/ToneMapShader.js
2015-06-12 15:58:26 +02:00

78 lines
1.7 KiB
JavaScript
Executable File

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