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5575764d
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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5575764d
编写于
4月 05, 2015
作者:
R
Ricardo Cabello
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差异文件
Merge pull request #6245 from WestLangley/dev-gamma
Added Gamma Correction Shader
上级
e0a81853
e5fed341
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
56 addition
and
7 deletion
+56
-7
examples/js/shaders/GammaCorrectionShader.js
examples/js/shaders/GammaCorrectionShader.js
+50
-0
examples/js/shaders/ToneMapShader.js
examples/js/shaders/ToneMapShader.js
+0
-2
examples/webgl_shaders_tonemapping.html
examples/webgl_shaders_tonemapping.html
+6
-5
未找到文件。
examples/js/shaders/GammaCorrectionShader.js
0 → 100644
浏览文件 @
5575764d
/**
* @author WestLangley / http://github.com/WestLangley
*
* Gamma Correction Shader
* http://en.wikipedia.org/wiki/gamma_correction
*/
THREE
.
GammaCorrectionShader
=
{
uniforms
:
{
"
tDiffuse
"
:
{
type
:
"
t
"
,
value
:
null
},
},
vertexShader
:
[
"
varying vec2 vUv;
"
,
"
void main() {
"
,
"
vUv = uv;
"
,
"
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
"
,
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:
[
"
#define GAMMA_OUTPUT
"
,
"
#define GAMMA_FACTOR 2
"
,
"
uniform sampler2D tDiffuse;
"
,
"
varying vec2 vUv;
"
,
THREE
.
ShaderChunk
[
"
common
"
],
"
void main() {
"
,
"
vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );
"
,
"
gl_FragColor = vec4( linearToOutput( tex.rgb ), tex.a );
"
,
"
}
"
].
join
(
"
\n
"
)
};
examples/js/shaders/ToneMapShader.js
浏览文件 @
5575764d
...
...
@@ -67,8 +67,6 @@ THREE.ToneMapShader = {
"
vec4 texel = texture2D( tDiffuse, vUv );
"
,
"
gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );
"
,
//Gamma 2.0
"
gl_FragColor.xyz = sqrt( gl_FragColor.xyz );
"
,
"
}
"
...
...
examples/webgl_shaders_tonemapping.html
浏览文件 @
5575764d
...
...
@@ -46,6 +46,7 @@
<script
src=
"js/shaders/LuminosityShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/ToneMapShader.js"
></script>
<script
src=
"js/shaders/GammaCorrectionShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
<script
src=
"js/postprocessing/RenderPass.js"
></script>
...
...
@@ -371,27 +372,27 @@
ldrToneMappingPass
=
new
THREE
.
AdaptiveToneMappingPass
(
false
,
256
);
hdrToneMappingPass
=
new
THREE
.
AdaptiveToneMappingPass
(
false
,
256
);
bloomPass
=
new
THREE
.
BloomPass
();
var
copyPass
=
new
THREE
.
ShaderPass
(
THREE
.
Copy
Shader
);
copy
Pass
.
renderToScreen
=
true
;
var
gammaCorrectionPass
=
new
THREE
.
ShaderPass
(
THREE
.
GammaCorrection
Shader
);
gammaCorrection
Pass
.
renderToScreen
=
true
;
dynamicHdrEffectComposer
.
addPass
(
skyboxPass
);
dynamicHdrEffectComposer
.
addPass
(
scenePass
);
dynamicHdrEffectComposer
.
addPass
(
adaptToneMappingPass
);
// dynamicHdrEffectComposer.addPass( debugPass );
dynamicHdrEffectComposer
.
addPass
(
bloomPass
);
dynamicHdrEffectComposer
.
addPass
(
copy
Pass
);
dynamicHdrEffectComposer
.
addPass
(
gammaCorrection
Pass
);
hdrEffectComposer
.
addPass
(
skyboxPass
);
hdrEffectComposer
.
addPass
(
scenePass
);
hdrEffectComposer
.
addPass
(
hdrToneMappingPass
);
hdrEffectComposer
.
addPass
(
bloomPass
);
hdrEffectComposer
.
addPass
(
copy
Pass
);
hdrEffectComposer
.
addPass
(
gammaCorrection
Pass
);
ldrEffectComposer
.
addPass
(
skyboxPass
);
ldrEffectComposer
.
addPass
(
scenePass
);
ldrEffectComposer
.
addPass
(
ldrToneMappingPass
);
ldrEffectComposer
.
addPass
(
bloomPass
);
ldrEffectComposer
.
addPass
(
copy
Pass
);
ldrEffectComposer
.
addPass
(
gammaCorrection
Pass
);
// var gammaPass = new THREE.ShaderPass( GammaShader );
// gammaPass.renderToScreen = true;
...
...
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