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- import CodeNode from '../core/CodeNode.js';
- import FunctionNode from '../core/FunctionNode.js';
- export const LinearToLinear = new FunctionNode( `
- vec4 ( in vec4 value ) {
- return value;
- }` );
- export const GammaToLinear = new FunctionNode( `
- vec4 ( in vec4 value, in float gammaFactor ) {
- return vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );
- }` );
- export const LinearToGamma = new FunctionNode( `
- vec4 ( in vec4 value, in float gammaFactor ) {
- return vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );
- }` );
- export const sRGBToLinear = new FunctionNode( `
- vec4 ( in vec4 value ) {
- return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
- }` );
- export const LinearTosRGB = new FunctionNode( `
- vec4 ( in vec4 value ) {
- return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
- }` );
- export const RGBEToLinear = new FunctionNode( `
- vec4 ( in vec4 value ) {
- return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );
- }` );
- export const LinearToRGBE = new FunctionNode( `
- vec4 ( in vec4 value ) {
- float maxComponent = max( max( value.r, value.g ), value.b );
- float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );
- return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );
- // return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );
- }` );
- // reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html
- export const RGBMToLinear = new FunctionNode( `
- vec4 ( in vec4 value, in float maxRange ) {
- return vec4( value.rgb * value.a * maxRange, 1.0 );
- }` );
- export const LinearToRGBM = new FunctionNode( `
- vec4 ( in vec4 value, in float maxRange ) {
- float maxRGB = max( value.r, max( value.g, value.b ) );
- float M = clamp( maxRGB / maxRange, 0.0, 1.0 );
- M = ceil( M * 255.0 ) / 255.0;
- return vec4( value.rgb / ( M * maxRange ), M );
- }` );
- // reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html
- export const RGBDToLinear = new FunctionNode( `
- vec4 ( in vec4 value, in float maxRange ) {
- return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );
- }` );
- export const LinearToRGBD = new FunctionNode( `
- vec4 ( in vec4 value, in float maxRange ) {
- float maxRGB = max( value.r, max( value.g, value.b ) );
- float D = max( maxRange / maxRGB, 1.0 );
- // NOTE: The implementation with min causes the shader to not compile on
- // a common Alcatel A502DL in Chrome 78/Android 8.1. Some research suggests
- // that the chipset is Mediatek MT6739 w/ IMG PowerVR GE8100 GPU.
- // D = min( floor( D ) / 255.0, 1.0 );
- D = clamp( floor( D ) / 255.0, 0.0, 1.0 );
- return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );
- }` );
- // LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html
- export const cLogLuvM = new CodeNode( 'const mat3 cLogLuvMNode = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );' );
- export const LinearToLogLuv = new FunctionNode( `
- vec4 ( in vec4 value ) {
- vec3 Xp_Y_XYZp = cLogLuvMNode * value.rgb;
- Xp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );
- vec4 vResult;
- vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
- float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
- vResult.w = fract( Le );
- vResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;
- return vResult;
- }` ).setIncludes( [ cLogLuvM ] );
- // Inverse M matrix, for decoding
- export const cLogLuvInverseM = new CodeNode( 'const mat3 cLogLuvInverseMNode = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );' );
- export const LogLuvToLinear = new FunctionNode( `
- vec4 ( in vec4 value ) {
- float Le = value.z * 255.0 + value.w;
- vec3 Xp_Y_XYZp;
- Xp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );
- Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
- Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
- vec3 vRGB = cLogLuvInverseMNode * Xp_Y_XYZp.rgb;
- return vec4( max( vRGB, 0.0 ), 1.0 );
- }` ).setIncludes( [ cLogLuvInverseM ] );
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