@@ -23,68 +23,68 @@ export const ACESFilmicToneMappingShader: IACESFilmicToneMappingShader = {
2323 } ,
2424
2525 vertexShader : /* glsl */ `
26- varying vec2 vUv;,
26+ varying vec2 vUv;
2727
28- void main() {,
28+ void main() {
2929
30- vUv = uv;,
31- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );,
30+ vUv = uv;
31+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
3232
33- },
33+ }
3434 ` ,
3535 fragmentShader : /* glsl */ `
36- #define saturate(a) clamp( a, 0.0, 1.0 ),
36+ #define saturate(a) clamp( a, 0.0, 1.0 )
3737
38- uniform sampler2D tDiffuse;,
38+ uniform sampler2D tDiffuse;
3939
40- uniform float exposure;,
40+ uniform float exposure;
4141
42- varying vec2 vUv;,
42+ varying vec2 vUv;
4343
44- vec3 RRTAndODTFit( vec3 v ) {,
44+ vec3 RRTAndODTFit( vec3 v ) {
4545
46- vec3 a = v * ( v + 0.0245786 ) - 0.000090537;,
47- vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;,
48- return a / b;,
46+ vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
47+ vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
48+ return a / b;
4949
50- },
50+ }
5151
52- vec3 ACESFilmicToneMapping( vec3 color ) {,
52+ vec3 ACESFilmicToneMapping( vec3 color ) {
5353
5454 // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
55- const mat3 ACESInputMat = mat3(,
56- vec3( 0.59719, 0.07600, 0.02840 ),, // transposed from source
57- vec3( 0.35458, 0.90834, 0.13383 ),,
58- vec3( 0.04823, 0.01566, 0.83777 ),
59- );,
55+ const mat3 ACESInputMat = mat3(
56+ vec3( 0.59719, 0.07600, 0.02840 ), // transposed from source
57+ vec3( 0.35458, 0.90834, 0.13383 ),
58+ vec3( 0.04823, 0.01566, 0.83777 )
59+ );
6060
6161 // ODT_SAT => XYZ => D60_2_D65 => sRGB
62- const mat3 ACESOutputMat = mat3(,
63- vec3( 1.60475, -0.10208, -0.00327 ),, // transposed from source
64- vec3( -0.53108, 1.10813, -0.07276 ),,
65- vec3( -0.07367, -0.00605, 1.07602 ),
66- );,
62+ const mat3 ACESOutputMat = mat3(
63+ vec3( 1.60475, -0.10208, -0.00327 ), // transposed from source
64+ vec3( -0.53108, 1.10813, -0.07276 ),
65+ vec3( -0.07367, -0.00605, 1.07602 )
66+ );
6767
68- color = ACESInputMat * color;,
68+ color = ACESInputMat * color;
6969
7070 // Apply RRT and ODT
71- color = RRTAndODTFit( color );,
71+ color = RRTAndODTFit( color );
7272
73- color = ACESOutputMat * color;,
73+ color = ACESOutputMat * color;
7474
7575 // Clamp to [0, 1]
76- return saturate( color );,
76+ return saturate( color );
7777
78- },
78+ }
7979
80- void main() {,
80+ void main() {
8181
82- vec4 tex = texture2D( tDiffuse, vUv );,
82+ vec4 tex = texture2D( tDiffuse, vUv );
8383
84- tex.rgb *= exposure / 0.6;, // pre-exposed, outside of the tone mapping function
84+ tex.rgb *= exposure / 0.6; // pre-exposed, outside of the tone mapping function
8585
86- gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );,
86+ gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );
8787
88- },
88+ }
8989 ` ,
9090}
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