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x/threejs_4_deno/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js>default

A simple transformation of three.js for use within a Deno workflow
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variable default
import { default } from "https://deno.land/x/threejs_4_deno@v121/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js";

type

` #ifndef saturate // <common> may have defined saturate() already #define saturate(a) clamp( a, 0.0, 1.0 ) #endif uniform float toneMappingExposure; // exposure only vec3 LinearToneMapping( vec3 color ) { return toneMappingExposure * color; } // source: https://www.cs.utah.edu/~reinhard/cdrom/ vec3 ReinhardToneMapping( vec3 color ) { color *= toneMappingExposure; return saturate( color / ( vec3( 1.0 ) + color ) ); } // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/ vec3 OptimizedCineonToneMapping( vec3 color ) { // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson color *= toneMappingExposure; color = max( vec3( 0.0 ), color - 0.004 ); return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) ); } // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs vec3 RRTAndODTFit( vec3 v ) { vec3 a = v * ( v + 0.0245786 ) - 0.000090537; vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081; return a / b; } // this implementation of ACES is modified to accommodate a brighter viewing environment. // the scale factor of 1/0.6 is subjective. see discussion in #19621. vec3 ACESFilmicToneMapping( vec3 color ) { // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT const mat3 ACESInputMat = mat3( vec3( 0.59719, 0.07600, 0.02840 ), // transposed from source vec3( 0.35458, 0.90834, 0.13383 ), vec3( 0.04823, 0.01566, 0.83777 ) ); // ODT_SAT => XYZ => D60_2_D65 => sRGB const mat3 ACESOutputMat = mat3( vec3( 1.60475, -0.10208, -0.00327 ), // transposed from source vec3( -0.53108, 1.10813, -0.07276 ), vec3( -0.07367, -0.00605, 1.07602 ) ); color *= toneMappingExposure / 0.6; color = ACESInputMat * color; // Apply RRT and ODT color = RRTAndODTFit( color ); color = ACESOutputMat * color; // Clamp to [0, 1] return saturate( color ); } vec3 CustomToneMapping( vec3 color ) { return color; } `