/** * ACES Filmic Tone Mapping Shader by Stephen Hill * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs * * 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. */ const ACESFilmicToneMappingShader = { name: 'ACESFilmicToneMappingShader', uniforms: { 'tDiffuse': { value: null }, 'exposure': { value: 1.0 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` #define saturate(a) clamp( a, 0.0, 1.0 ) uniform sampler2D tDiffuse; uniform float exposure; varying vec2 vUv; 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; } 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 = ACESInputMat * color; // Apply RRT and ODT color = RRTAndODTFit( color ); color = ACESOutputMat * color; // Clamp to [0, 1] return saturate( color ); } void main() { vec4 tex = texture2D( tDiffuse, vUv ); tex.rgb *= exposure / 0.6; // pre-exposed, outside of the tone mapping function gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a ); }` }; export { ACESFilmicToneMappingShader };