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- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"tonemapPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;const float B=0.50;const float C=0.10;const float D=0.20;const float E=0.02;const float F=0.30;const float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{return dot(c,vec3(0.22,0.707,0.071));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;float scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;const float ExposureBias=2.0;vec3 x=ExposureBias*colour;vec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;x=vec3(W,W,W);vec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);colour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;vec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);vec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);colour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const tonemapPixelShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","tonemapPixelShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/tonemap.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"tonemapPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;const float B=0.50;const float C=0.10;const float D=0.20;const float E=0.02;const float F=0.30;const float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{return dot(c,vec3(0.22,0.707,0.071));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;float scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;const float ExposureBias=2.0;vec3 x=ExposureBias*colour;vec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;x=vec3(W,W,W);vec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);colour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;vec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);vec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);colour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const tonemapPixelShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,oBAAoB;AACjC,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,oCAAoC;AACpC;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,kBAAkB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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