添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/shaders/LuminosityHighPassShader.js
									
									
									
									
									
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								static/sdk/three/jsm/shaders/LuminosityHighPassShader.js
									
									
									
									
									
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							| @ -0,0 +1,66 @@ | ||||
| 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 ); | ||||
|  | ||||
| 			vec3 luma = vec3( 0.299, 0.587, 0.114 ); | ||||
|  | ||||
| 			float v = dot( texel.xyz, luma ); | ||||
|  | ||||
| 			vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity ); | ||||
|  | ||||
| 			float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v ); | ||||
|  | ||||
| 			gl_FragColor = mix( outputColor, texel, alpha ); | ||||
|  | ||||
| 		}` | ||||
|  | ||||
| }; | ||||
|  | ||||
| export { LuminosityHighPassShader }; | ||||
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