Spaces:
Running
Running
File size: 1,147 Bytes
a28eca3 |
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 |
import {
Color
} from 'three';
/**
* Luminosity
* http://en.wikipedia.org/wiki/Luminosity
*/
const LuminosityHighPassShader = {
name: 'LuminosityHighPassShader',
shaderID: 'luminosityHighPass',
uniforms: {
'tDiffuse': { value: null },
'luminosityThreshold': { value: 1.0 },
'smoothWidth': { value: 1.0 },
'defaultColor': { value: new Color( 0x000000 ) },
'defaultOpacity': { value: 0.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform sampler2D tDiffuse;
uniform vec3 defaultColor;
uniform float defaultOpacity;
uniform float luminosityThreshold;
uniform float smoothWidth;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
float v = luminance( texel.xyz );
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
gl_FragColor = mix( outputColor, texel, alpha );
}`
};
export { LuminosityHighPassShader };
|