vendor: 3,110 bytes, lines 1-72
1import{da as o,dh as n,s as r,aI as s,$ as l,a0 as p,a1 as g,a2 as f,a3 as _,a4 as u,di as h}from"./5MtZ53fr.js";import{P as M,F as d}from"./DloirsiF.js";const i={name:"OutputShader",uniforms:{tDiffuse:{value:null},toneMappingExposure:{value:1}},vertexShader:` 2 precision highp float; 3 4 uniform mat4 modelViewMatrix; 5 uniform mat4 projectionMatrix; 6 7 attribute vec3 position; 8 attribute vec2 uv; 9 10 varying vec2 vUv; 11 12 void main() { 13 14 vUv = uv; 15 gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); 16 17 }`,fragmentShader:` 18 19 precision highp float; 20 21 uniform sampler2D tDiffuse; 22 23 #include <tonemapping_pars_fragment> 24 #include <colorspace_pars_fragment> 25 26 varying vec2 vUv; 27 28 void main() { 29 30 gl_FragColor = texture2D( tDiffuse, vUv ); 31 32 // tone mapping 33 34 #ifdef LINEAR_TONE_MAPPING 35 36 gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb ); 37 38 #elif defined( REINHARD_TONE_MAPPING ) 39 40 gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb ); 41 42 #elif defined( CINEON_TONE_MAPPING ) 43 44 gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb ); 45 46 #elif defined( ACES_FILMIC_TONE_MAPPING ) 47 48 gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb ); 49 50 #elif defined( AGX_TONE_MAPPING ) 51 52 gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb ); 53 54 #elif defined( NEUTRAL_TONE_MAPPING ) 55 56 gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb ); 57 58 #elif defined( CUSTOM_TONE_MAPPING ) 59 60 gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb ); 61 62 #endif 63 64 // color space 65 66 #ifdef SRGB_TRANSFER 67 68 gl_FragColor = sRGBTransferOETF( gl_FragColor ); 69 70 #endif 71 72 }`};class T extends M{constructor(){super(),this.isOutputPass=!0,this.uniforms=o.clone(i.uniforms),this.material=new n({name:i.name,uniforms:this.uniforms,vertexShader:i.vertexShader,fragmentShader:i.fragmentShader}),this._fsQuad=new d(this.material),this._outputColorSpace=null,this._toneMapping=null}render(e,a,t){this.uniforms.tDiffuse.value=t.texture,this.uniforms.toneMappingExposure.value=e.toneMappingExposure,(this._outputColorSpace!==e.outputColorSpace||this._toneMapping!==e.toneMapping)&&(this._outputColorSpace=e.outputColorSpace,this._toneMapping=e.toneMapping,this.material.defines={},r.getTransfer(this._outputColorSpace)===s&&(this.material.defines.SRGB_TRANSFER=""),this._toneMapping===l?this.material.defines.LINEAR_TONE_MAPPING="":this._toneMapping===p?this.material.defines.REINHARD_TONE_MAPPING="":this._toneMapping===g?this.material.defines.CINEON_TONE_MAPPING="":this._toneMapping===f?this.material.defines.ACES_FILMIC_TONE_MAPPING="":this._toneMapping===_?this.material.defines.AGX_TONE_MAPPING="":this._toneMapping===u?this.material.defines.NEUTRAL_TONE_MAPPING="":this._toneMapping===h&&(this.material.defines.CUSTOM_TONE_MAPPING=""),this.material.needsUpdate=!0),this.renderToScreen===!0?(e.setRenderTarget(null),this._fsQuad.render(e)):(e.setRenderTarget(a),this.clear&&e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil),this._fsQuad.render(e))}dispose(){this.material.dispose(),this._fsQuad.dispose()}}export{T as OutputPass};
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.