af716aff81936c1025c6f741a32be15a8944b3d4da75c53ba710fdc914a03365.json 11 KB

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  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n/** \n* Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.\n* sampler3dSetting.x=textureOffset (0.5/textureSize).\n* sampler3dSetting.y=textureSize.\n*/\n#define inline\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{float sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;}\n#endif\n#if TONEMAPPING==3\nconst float PBRNeutralStartCompression=0.8-0.04;const float PBRNeutralDesaturation=0.15;vec3 PBRNeutralToneMapping( vec3 color ) {float x=min(color.r,min(color.g,color.b));float offset=x<0.08 ? x-6.25*x*x : 0.04;color-=offset;float peak=max(color.r,max(color.g,color.b));if (peak<PBRNeutralStartCompression) return color;float d=1.-PBRNeutralStartCompression;float newPeak=1.-d*d/(peak+d-PBRNeutralStartCompression);color*=newPeak/peak;float g=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(color,newPeak*vec3(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);const mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108, 1.10813,-0.07276),\nvec3(-0.07367,-0.00605, 1.07602)\n);vec3 RRTAndODTFit(vec3 v)\n{vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nvec3 ACESFitted(vec3 color)\n{color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nvec4 applyImageProcessing(vec4 result) {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nresult.rgb=PBRNeutralToneMapping(result.rgb);\n#elif TONEMAPPING==2\nresult.rgb=ACESFitted(result.rgb);\n#elif TONEMAPPING==1\nconst float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\nresult.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);\n#ifdef CONTRAST\nvec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nfloat luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nfloat rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingFunctions = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","IncludesShadersStore","imageProcessingFunctions"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/ShadersInclude/imageProcessingFunctions.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n/** \n* Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.\n* sampler3dSetting.x=textureOffset (0.5/textureSize).\n* sampler3dSetting.y=textureSize.\n*/\n#define inline\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{float sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;}\n#endif\n#if TONEMAPPING==3\nconst float PBRNeutralStartCompression=0.8-0.04;const float PBRNeutralDesaturation=0.15;vec3 PBRNeutralToneMapping( vec3 color ) {float x=min(color.r,min(color.g,color.b));float offset=x<0.08 ? x-6.25*x*x : 0.04;color-=offset;float peak=max(color.r,max(color.g,color.b));if (peak<PBRNeutralStartCompression) return color;float d=1.-PBRNeutralStartCompression;float newPeak=1.-d*d/(peak+d-PBRNeutralStartCompression);color*=newPeak/peak;float g=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(color,newPeak*vec3(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);const mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108, 1.10813,-0.07276),\nvec3(-0.07367,-0.00605, 1.07602)\n);vec3 RRTAndODTFit(vec3 v)\n{vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nvec3 ACESFitted(vec3 color)\n{color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nvec4 applyImageProcessing(vec4 result) {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nresult.rgb=PBRNeutralToneMapping(result.rgb);\n#elif TONEMAPPING==2\nresult.rgb=ACESFitted(result.rgb);\n#elif TONEMAPPING==1\nconst float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\nresult.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);\n#ifdef CONTRAST\nvec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nfloat luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nfloat rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingFunctions = { name, shader 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