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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 }; | |