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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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73 lines
1.6 KiB
73 lines
1.6 KiB
/** |
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* Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf |
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*/ |
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var ToneMapShader = { |
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uniforms: { |
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'tDiffuse': { value: null }, |
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'averageLuminance': { value: 1.0 }, |
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'luminanceMap': { value: null }, |
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'maxLuminance': { value: 16.0 }, |
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'minLuminance': { value: 0.01 }, |
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'middleGrey': { value: 0.6 } |
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}, |
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vertexShader: /* glsl */` |
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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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#include <common> |
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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 minLuminance; |
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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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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 = linearToRelativeLuminance( vColor ); |
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// Apply the modified operator (Eq. 4) |
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float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, 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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}` |
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}; |
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export { ToneMapShader };
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