// HDR references: // https://www.shadertoy.com/view/WdjSW3 // https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ // https://64.github.io/tonemapping/ // http://slideshare.net/ozlael/hable-john-uncharted2-hdr-renderer // http://filmicgames.com/archives/75 // http://filmicgames.com/archives/183 // http://filmicgames.com/archives/190 // http://imdoingitwrong.wordpress.com/2010/08/19/why-reinhard-desaturates-my-blacks-3/ // http://mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-tone-mapping/ // http://renderwonk.com/publications/s2010-color-course/ // https://mini.gmshaders.com/p/tonemaps // http://filmicworlds.com/blog/filmic-tonemapping-operators/ #macro __BULB_ZFAR 1 function __BulbSystem() { static _system = undefined; if (_system != undefined) return _system; __BulbTrace("Welcome to Bulb by Juju Adams! This is version " + BULB_VERSION + ", " + BULB_DATE); _system = {}; with(_system) { try { var _ = surface_rgba16float; __BulbTrace("HDR available"); __hdrAvailable = true; } catch(_error) { __BulbTrace("HDR not available"); __hdrAvailable = false; } try { gpu_get_stencil_ref(); __BulbTrace("GPU stencil functions available"); __hasStencil = true; } catch(_error) { __BulbTrace("GPU stencil functions not available"); __hasStencil = false; } } return _system; }