Cesium-Examples/three/examples/jsm/shaders/OutputShader.js
2025-03-11 17:51:04 +08:00

79 lines
1.3 KiB
JavaScript

import {
ShaderChunk
} from 'three';
const OutputShader = {
uniforms: {
'tDiffuse': { value: null },
'toneMappingExposure': { value: 1 }
},
vertexShader: /* glsl */`
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
uniform sampler2D tDiffuse;
` + ShaderChunk[ 'tonemapping_pars_fragment' ] + ShaderChunk[ 'colorspace_pars_fragment' ] + `
varying vec2 vUv;
void main() {
gl_FragColor = texture2D( tDiffuse, vUv );
// tone mapping
#ifdef LINEAR_TONE_MAPPING
gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
#elif defined( REINHARD_TONE_MAPPING )
gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
#elif defined( CINEON_TONE_MAPPING )
gl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb );
#elif defined( ACES_FILMIC_TONE_MAPPING )
gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
#endif
// color space
#ifdef SRGB_COLOR_SPACE
gl_FragColor = LinearTosRGB( gl_FragColor );
#endif
}`
};
export { OutputShader };