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The builtin ThreeJS shaders have a set of fragment shader chunks that perform what could be considered post-processing tasks such as tone mapping, encoding, dithering, etc. Currently the fragmentColorTransform is injected after these chunks, but it would be more appropriate to inject it before those chunks, but after any other gl_FragColor manipulation.
I took an initial swing at it here: 85c71d6 and it works ok in nominal cases but fails when double-deriving due to #include expansion.
The text was updated successfully, but these errors were encountered:
… to postprocessing chunks
Derived materials used to inject fragmentColorTransform after any of the
builtin postprocessing shader chunks like tonemapping/fog/etc. This
fixes that so the user's color transform is still subject to those final
bits of processing. Closes issue #20.
The builtin ThreeJS shaders have a set of fragment shader chunks that perform what could be considered post-processing tasks such as tone mapping, encoding, dithering, etc. Currently the
fragmentColorTransform
is injected after these chunks, but it would be more appropriate to inject it before those chunks, but after any other gl_FragColor manipulation.I took an initial swing at it here: 85c71d6 and it works ok in nominal cases but fails when double-deriving due to
#include
expansion.The text was updated successfully, but these errors were encountered: