Files
lucidia-metaverse/node_modules/three/examples/jsm/shaders/OutputShader.js
Alexa Louise 47cf47f624 Initial commit: Lucidia Metaverse
Complete 3D metaverse platform with:
- Three.js 3D rendering
- Cannon.js physics engine
- Pointer lock controls
- Procedural cityscape
- Floating islands
- Portal system
- Particle effects
- WebXR/VR support ready
- Multiplayer ready (Socket.io)

Features:
- First-person controls (WASD + mouse)
- Jump and run mechanics
- Chat system
- Real-time HUD
- Loading screen
- Responsive design

Built with Vite for fast builds and hot reload.

🤖 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-22 19:02:56 -06:00

82 lines
1.4 KiB
JavaScript

const OutputShader = {
name: 'OutputShader',
uniforms: {
'tDiffuse': { value: null },
'toneMappingExposure': { value: 1 }
},
vertexShader: /* glsl */`
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
uniform sampler2D tDiffuse;
#include <tonemapping_pars_fragment>
#include <colorspace_pars_fragment>
varying vec2 vUv;
void main() {
gl_FragColor = texture2D( tDiffuse, vUv );
// tone mapping
#ifdef LINEAR_TONE_MAPPING
gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
#elif defined( REINHARD_TONE_MAPPING )
gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
#elif defined( CINEON_TONE_MAPPING )
gl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb );
#elif defined( ACES_FILMIC_TONE_MAPPING )
gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
#elif defined( AGX_TONE_MAPPING )
gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
#endif
// color space
#ifdef SRGB_TRANSFER
gl_FragColor = sRGBTransferOETF( gl_FragColor );
#endif
}`
};
export { OutputShader };