ACESFilmicToneMappingShader.js 2.1 KB

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  1. /**
  2. * @module ACESFilmicToneMappingShader
  3. * @three_import import { ACESFilmicToneMappingShader } from 'three/addons/shaders/ACESFilmicToneMappingShader.js';
  4. */
  5. /**
  6. * ACES Filmic Tone Mapping Shader by Stephen Hill.
  7. * Reference: [ltc_blit.fs]{@link https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs}
  8. *
  9. * This implementation of ACES is modified to accommodate a brighter viewing environment.
  10. * The scale factor of 1/0.6 is subjective. See discussion in #19621.
  11. *
  12. * @constant
  13. * @type {ShaderMaterial~Shader}
  14. */
  15. const ACESFilmicToneMappingShader = {
  16. name: 'ACESFilmicToneMappingShader',
  17. uniforms: {
  18. 'tDiffuse': { value: null },
  19. 'exposure': { value: 1.0 }
  20. },
  21. vertexShader: /* glsl */`
  22. varying vec2 vUv;
  23. void main() {
  24. vUv = uv;
  25. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  26. }`,
  27. fragmentShader: /* glsl */`
  28. #define saturate(a) clamp( a, 0.0, 1.0 )
  29. uniform sampler2D tDiffuse;
  30. uniform float exposure;
  31. varying vec2 vUv;
  32. vec3 RRTAndODTFit( vec3 v ) {
  33. vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
  34. vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
  35. return a / b;
  36. }
  37. vec3 ACESFilmicToneMapping( vec3 color ) {
  38. // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
  39. const mat3 ACESInputMat = mat3(
  40. vec3( 0.59719, 0.07600, 0.02840 ), // transposed from source
  41. vec3( 0.35458, 0.90834, 0.13383 ),
  42. vec3( 0.04823, 0.01566, 0.83777 )
  43. );
  44. // ODT_SAT => XYZ => D60_2_D65 => sRGB
  45. const mat3 ACESOutputMat = mat3(
  46. vec3( 1.60475, -0.10208, -0.00327 ), // transposed from source
  47. vec3( -0.53108, 1.10813, -0.07276 ),
  48. vec3( -0.07367, -0.00605, 1.07602 )
  49. );
  50. color = ACESInputMat * color;
  51. // Apply RRT and ODT
  52. color = RRTAndODTFit( color );
  53. color = ACESOutputMat * color;
  54. // Clamp to [0, 1]
  55. return saturate( color );
  56. }
  57. void main() {
  58. vec4 tex = texture2D( tDiffuse, vUv );
  59. tex.rgb *= exposure / 0.6; // pre-exposed, outside of the tone mapping function
  60. gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );
  61. }`
  62. };
  63. export { ACESFilmicToneMappingShader };