// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "imageProcessingFunctions"; const shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D) /** * Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL. * sampler3dSetting.x=textureOffset (0.5/textureSize). * sampler3dSetting.y=textureSize. */ #define inline vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting) {float sliceSize=2.0*sampler3dSetting.x; #ifdef SAMPLER3DGREENDEPTH float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y; #else float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y; #endif float sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger; #ifdef SAMPLER3DGREENDEPTH vec2 sliceUV=color.rb; #else vec2 sliceUV=color.rg; #endif sliceUV.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); #ifdef SAMPLER3DBGRMAP color.rgb=result.rgb; #else color.rgb=result.bgr; #endif return color;} #endif #ifdef TONEMAPPING_ACES const mat3 ACESInputMat=mat3( vec3(0.59719,0.07600,0.02840), vec3(0.35458,0.90834,0.13383), vec3(0.04823,0.01566,0.83777) );const mat3 ACESOutputMat=mat3( vec3( 1.60475,-0.10208,-0.00327), vec3(-0.53108, 1.10813,-0.07276), vec3(-0.07367,-0.00605, 1.07602) );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 ACESFitted(vec3 color) {color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;} #endif #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS vec4 applyImageProcessing(vec4 result) { #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART #ifdef EXPOSURE result.rgb*=exposureLinear; #endif #ifdef VIGNETTE vec2 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; #ifdef VIGNETTEBLENDMODEMULTIPLY vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier; #endif #ifdef VIGNETTEBLENDMODEOPAQUE result.rgb=mix(vignetteColor,result.rgb,vignette); #endif #endif #ifdef TONEMAPPING #ifdef TONEMAPPING_ACES result.rgb=ACESFitted(result.rgb); #else const float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb); #endif #endif result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb); #ifdef CONTRAST vec3 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);} #endif #ifdef COLORGRADING vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy; #ifdef COLORGRADING3D vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb; #else vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb; #endif result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www); #endif #ifdef COLORCURVES float 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); #endif #ifdef DITHER float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither)); #endif #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND return result;}`; // Sideeffect ShaderStore.IncludesShadersStore[name] = shader; /** @internal */ export const imageProcessingFunctions = { name, shader }; //# sourceMappingURL=imageProcessingFunctions.js.map