// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "tonemapPixelShader"; const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform float _ExposureAdjustment; #if defined(HABLE_TONEMAPPING) const 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; #endif float Luminance(vec3 c) {return dot(c,vec3(0.22,0.707,0.071));} #define CUSTOM_FRAGMENT_DEFINITIONS void main(void) {vec3 colour=texture2D(textureSampler,vUV).rgb; #if defined(REINHARD_TONEMAPPING) float lum=Luminance(colour.rgb); float lumTm=lum*_ExposureAdjustment;float scale=lumTm/(1.0+lumTm); colour*=scale/lum; #elif defined(HABLE_TONEMAPPING) colour*=_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; #elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING) colour*=_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; #elif defined(PHOTOGRAPHIC_TONEMAPPING) colour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour); #endif gl_FragColor=vec4(colour.rgb,1.0);}`; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const tonemapPixelShader = { name, shader }; //# sourceMappingURL=tonemap.fragment.js.map