/usr/share/javascript/three/examples/js/shaders/ToneMapShader.js is in libjs-three 80+dfsg2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 | /**
* @author miibond
*
* Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
*/
THREE.ToneMapShader = {
uniforms: {
"tDiffuse": { value: null },
"averageLuminance": { value: 1.0 },
"luminanceMap": { value: null },
"maxLuminance": { value: 16.0 },
"middleGrey": { value: 0.6 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"uniform float middleGrey;",
"uniform float maxLuminance;",
"#ifdef ADAPTED_LUMINANCE",
"uniform sampler2D luminanceMap;",
"#else",
"uniform float averageLuminance;",
"#endif",
"const vec3 LUM_CONVERT = vec3(0.299, 0.587, 0.114);",
"vec3 ToneMap( vec3 vColor ) {",
"#ifdef ADAPTED_LUMINANCE",
// Get the calculated average luminance
"float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;",
"#else",
"float fLumAvg = averageLuminance;",
"#endif",
// Calculate the luminance of the current pixel
"float fLumPixel = dot(vColor, LUM_CONVERT);",
// Apply the modified operator (Eq. 4)
"float fLumScaled = (fLumPixel * middleGrey) / fLumAvg;",
"float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);",
"return fLumCompressed * vColor;",
"}",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );",
"}"
].join( "\n" )
};
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