webgl_shaders_tonemapping.html 16.9 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - adaptive tone-mapping</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background:#000;
				color:#fff;
				padding:0;
				margin:0;
				overflow:hidden;
				font-family:georgia;
				text-align:center;
			}
			h1 { }
			a { color:skyblue; text-decoration:none }
			canvas { pointer-events:none; z-index:0; position:relative; }
			.label { background-color: black; position: absolute; z-index: 100; padding: 5px }

		</style>
	</head>

	<body>
		<div id="d">
			<div id="info">
				<a href="http://threejs.org" target="_blank">three.js</a> webgl demo :
				Earth diffuse and city lights by <a href="http://seanward.org" target="_blank">Sean Ward</a> :

			</div>
			<div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
			<div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
			<div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
			<div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
			<div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
			<div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
		</div>

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		<script src="../build/three.min.js"></script>
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		<script src="js/Detector.js"></script>
		<script src="js/libs/dat.gui.min.js"></script>

		<script src="js/shaders/CopyShader.js"></script>
		<script src="js/shaders/LuminosityShader.js"></script>
		<script src="js/shaders/ConvolutionShader.js"></script>
		<script src="js/shaders/ToneMapShader.js"></script>
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		<script src="js/shaders/GammaCorrectionShader.js"></script>
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		<script src="js/postprocessing/EffectComposer.js"></script>
		<script src="js/postprocessing/RenderPass.js"></script>
		<script src="js/postprocessing/MaskPass.js"></script>
		<script src="js/postprocessing/ShaderPass.js"></script>
		<script src="js/postprocessing/BloomPass.js"></script>
		<script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
		<script src="js/controls/OrbitControls.js"></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

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			var container;
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			var bloomPass, adaptToneMappingPass;
			var params;

			var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
			var cameraCube, sceneCube;
			var cameraBG, debugScene;
			var adaptiveLuminanceMat, currentLuminanceRT, previousLuminanceMat;

			var directionalLight;

			var orbitControls;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			var windowThirdX = window.innerWidth / 3;
			var windowThirdY = window.innerHeight / 3;

			init();
			animate();

			function init() {

				params = {
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					bloomAmount: 1.0,
					sunLight: 4.0,

					enabled: true,
					avgLuminance: 0.7,
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					middleGrey: 0.04,
					maxLuminance: 16,
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					adaptionRate: 2.0,
				};

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				// CAMERAS

				camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
				camera.position.x = 700;
				camera.position.y = 400;
				camera.position.z = 800;
				cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );

				cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
				cameraBG.position.z = 100;

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				orbitControls = new THREE.OrbitControls( camera, container );
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				orbitControls.autoRotate = true;
				orbitControls.autoRotateSpeed = 1;

				// SCENE

				scene = new THREE.Scene();
				sceneCube = new THREE.Scene();
				debugScene = new THREE.Scene();

				// LIGHTS

				var ambient = new THREE.AmbientLight( 0x050505 );
				scene.add( ambient );

				directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
				directionalLight.position.set( 2, 0, 10 ).normalize();
				scene.add( directionalLight );

				var atmoShader = {
					side: THREE.BackSide,
					// blending: THREE.AdditiveBlending,
					transparent: true,
					lights: true,
					uniforms: THREE.UniformsUtils.merge( [

						THREE.UniformsLib[ "common" ],
						THREE.UniformsLib[ "lights" ],
					] ),
					vertexShader: [
						"varying vec3 vViewPosition;",
						"varying vec3 vNormal;",
						THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
						"void main() {",
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							THREE.ShaderChunk[ "beginnormal_vertex" ],
							THREE.ShaderChunk[ "defaultnormal_vertex" ],
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							"	vNormal = normalize( transformedNormal );",
							"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
							"vViewPosition = -mvPosition.xyz;",
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							"gl_Position = projectionMatrix * mvPosition;",
						"}"
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					].join("\n"),
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					fragmentShader: [
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						THREE.ShaderChunk[ "common" ],
						THREE.ShaderChunk[ "bsdfs" ],
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						THREE.ShaderChunk[ "lights_pars" ],
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						THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
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						"void main() {",
							"vec3 normal = normalize( -vNormal );",
							"vec3 viewPosition = normalize( vViewPosition );",
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							"#if NUM_DIR_LIGHTS > 0",
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								"vec3 dirDiffuse = vec3( 0.0 );",

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								"for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
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									"vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
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									"vec3 dirVector = normalize( lDirection.xyz );",
									"float dotProduct = dot( viewPosition, dirVector );",
									"dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
									"dotProduct *= dotProduct;",
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									"dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
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								"}",
							"#endif",

							//Fade out atmosphere at edge
							"float viewDot = abs(dot( normal, viewPosition ));",
							"viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
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							"vec3 colour = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
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							"gl_FragColor = vec4( colour, viewDot );",
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						"}"
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					].join("\n"),
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				};

				var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );

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				var earthMat = new THREE.MeshPhongMaterial( {
					color: 0xffffff,
					shininess: 200
				} );
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				var earthDiffuse = THREE.ImageUtils.loadTexture( 'textures/planets/earth_atmos_4096.jpg', undefined, function( tex ) {
					earthMat.map = tex;
					earthMat.needsUpdate = true;
				} );
				var earthSpecular = THREE.ImageUtils.loadTexture( 'textures/planets/earth_specular_2048.jpg', undefined, function( tex ) {
					earthMat.specularMap = tex;
					earthMat.needsUpdate = true;
				} );
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				// var earthNormal = THREE.ImageUtils.loadTexture( 'textures/planets/earth-new-normal-2048.jpg', undefined, function( tex ) {
				// 	earthMat.normalMap = tex;
				// 	earthMat.needsUpdate = true;
				// } );

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				var earthLightsMat = new THREE.MeshBasicMaterial( {
					color: 0xffffff,
					blending: THREE.AdditiveBlending,
					transparent: true,
					depthTest: false
				} );
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				var earthLights = THREE.ImageUtils.loadTexture( 'textures/planets/earth_lights_2048.png', undefined, function( tex ) {
					earthLightsMat.map = tex;
					earthLightsMat.needsUpdate = true;
				} );

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				var earthCloudsMat = new THREE.MeshLambertMaterial( {
					color: 0xffffff,
					blending: THREE.NormalBlending,
					transparent: true,
					depthTest: false
				} );

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				var earthClouds = THREE.ImageUtils.loadTexture( 'textures/planets/earth_clouds_2048.png', undefined, function( tex ) {
					earthCloudsMat.map = tex;
					earthCloudsMat.needsUpdate = true;
				} );

				var earthGeo = new THREE.SphereGeometry( 600, 24, 24 );
				var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
				scene.add( sphereMesh );

				var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
				scene.add( sphereLightsMesh );

				var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
				scene.add( sphereCloudsMesh );

				var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
				sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
				scene.add( sphereAtmoMesh );

				var vBGShader = [
					// "attribute vec2 uv;",
					"varying vec2 vUv;",
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					"void main() {",
						"vUv = uv;",
						"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
					"}"
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				].join("\n");
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				var pBGShader = [
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					"uniform sampler2D map;",
					"varying vec2 vUv;",
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					"void main() {",
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						"vec2 sampleUV = vUv;",
						"vec4 colour = texture2D( map, sampleUV, 0.0 );",
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						"gl_FragColor = vec4( colour.xyz, 1.0 );",
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					"}"
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				].join("\n");
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				// Skybox
				adaptiveLuminanceMat = new THREE.ShaderMaterial( {
					uniforms: {
						map: { type: 't', value: null }
					},
					vertexShader: vBGShader,
					fragmentShader: pBGShader,
					depthTest: false,
					// color: 0xffffff
					blending: THREE.NoBlending
				} );

				currentLuminanceMat = new THREE.ShaderMaterial( {
					uniforms: {
						map: { type: 't', value: null }
					},
					vertexShader: vBGShader,
					fragmentShader: pBGShader,
					depthTest: false,
					// color: 0xffffff
					// blending: THREE.NoBlending
				} );
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				var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
				quadBG.position.z = -500;
				quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
				quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
				debugScene.add( quadBG );

				quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
				quadBG.position.z = -500;
				quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
				quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
				debugScene.add( quadBG );

				var r = "textures/cube/MilkyWay/";
				var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
							 r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
							 r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];

				var textureCube = THREE.ImageUtils.loadTextureCube( urls );
				textureCube.format = THREE.RGBFormat;
				var skyboxShader = THREE.ShaderLib[ "cube" ];
				skyboxShader.uniforms[ "tCube" ].value = textureCube;

				var skyboxMaterial = new THREE.ShaderMaterial( {

					fragmentShader: skyboxShader.fragmentShader,
					vertexShader: skyboxShader.vertexShader,
					uniforms: skyboxShader.uniforms,
					depthWrite: false,
					side: THREE.BackSide

				} ),

				mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial );
				sceneCube.add( mesh );

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				renderer = new THREE.WebGLRenderer();
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				renderer.setPixelRatio( window.devicePixelRatio );
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				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setFaceCulling( THREE.CullFaceNone );
				renderer.autoClear = false;
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				renderer.gammaInput = true;
				renderer.gammaOutput = false;

				container.appendChild( renderer.domElement );

				var extensions = new THREE.WebGLExtensions( renderer.getContext() );

				// var width = window.innerWidth || 1;
				var height = window.innerHeight || 1;

				var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
				var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
				ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
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				if ( extensions.get('OES_texture_half_float_linear') ) {
					parameters.type = THREE.FloatType;
				}
				var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
				dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
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				dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
				hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
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				var debugPass = new THREE.RenderPass( debugScene, cameraBG );
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				debugPass.clear = false;
				var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
				var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
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				scenePass.clear = false;

				adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
				adaptToneMappingPass.needsSwap = true;
				ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
				hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
				bloomPass = new THREE.BloomPass();
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				var gammaCorrectionPass = new THREE.ShaderPass( THREE.GammaCorrectionShader );
				gammaCorrectionPass.renderToScreen = true;
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				dynamicHdrEffectComposer.addPass( skyboxPass );
				dynamicHdrEffectComposer.addPass( scenePass );
				dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
				// dynamicHdrEffectComposer.addPass( debugPass );
				dynamicHdrEffectComposer.addPass( bloomPass );
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				dynamicHdrEffectComposer.addPass( gammaCorrectionPass );
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				hdrEffectComposer.addPass( skyboxPass );
				hdrEffectComposer.addPass( scenePass );
				hdrEffectComposer.addPass( hdrToneMappingPass );
				hdrEffectComposer.addPass( bloomPass );
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				hdrEffectComposer.addPass( gammaCorrectionPass );
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				ldrEffectComposer.addPass( skyboxPass );
				ldrEffectComposer.addPass( scenePass );
				ldrEffectComposer.addPass( ldrToneMappingPass );
				ldrEffectComposer.addPass( bloomPass );
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				ldrEffectComposer.addPass( gammaCorrectionPass );
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				// var gammaPass = new THREE.ShaderPass( GammaShader );
				// gammaPass.renderToScreen = true;
				// ldrEffectComposer.addPass( gammaPass );
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				var gui = new dat.GUI();
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				// dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
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				var sceneGui = gui.addFolder( 'Scenes' );
				var toneMappingGui = gui.addFolder( 'ToneMapping' );
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				var staticToneMappingGui = gui.addFolder( 'StaticOnly' );
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				var adaptiveToneMappingGui = gui.addFolder( 'AdaptiveOnly' );

				sceneGui.add( params, 'bloomAmount', 0.0, 10.0 );
				sceneGui.add( params, 'sunLight', 0.1, 12.0 );

				toneMappingGui.add( params, 'enabled' );
				toneMappingGui.add( params, 'middleGrey', 0, 12 );
				toneMappingGui.add( params, 'maxLuminance', 1, 30 );
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				staticToneMappingGui.add( params, 'avgLuminance', 0.001, 2.0 );
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				adaptiveToneMappingGui.add( params, 'adaptionRate', 0.0, 10.0 );
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				gui.open();
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				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;
				windowThirdX = window.innerWidth / 3;
				windowThirdY = window.innerHeight / 3;

				camera.aspect = windowThirdX / window.innerHeight;
				camera.updateProjectionMatrix();

				cameraCube.aspect = windowThirdX / window.innerHeight;
				cameraCube.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestAnimationFrame( animate );
				if ( bloomPass ) {
					bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
				}

				if ( adaptToneMappingPass ) {
					adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
					adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
					currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
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					adaptToneMappingPass.enabled = params.enabled;
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					adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
					adaptToneMappingPass.setMiddleGrey( params.middleGrey );
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					hdrToneMappingPass.enabled = params.enabled;
					hdrToneMappingPass.setMaxLuminance( params.maxLuminance );
					hdrToneMappingPass.setMiddleGrey( params.middleGrey );
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					if ( hdrToneMappingPass.setAverageLuminance ) {
						hdrToneMappingPass.setAverageLuminance( params.avgLuminance );
					}
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					ldrToneMappingPass.enabled = params.enabled;
					ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
					ldrToneMappingPass.setMiddleGrey( params.middleGrey );
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					if ( ldrToneMappingPass.setAverageLuminance ) {
						ldrToneMappingPass.setAverageLuminance( params.avgLuminance );
					}
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				}
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				directionalLight.intensity = params.sunLight;

				orbitControls.update();

				render();

			}

			function render() {

				camera.lookAt( scene.position );
				cameraCube.rotation.copy( camera.rotation );

				renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
				ldrEffectComposer.render( 0.017 );

				renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
				hdrEffectComposer.render( 0.017 );

				renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
				dynamicHdrEffectComposer.render( 0.017 );

			}

		</script>

	</body>
</html>