添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/shaders/LuminosityShader.js
									
									
									
									
									
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								static/sdk/three/jsm/shaders/LuminosityShader.js
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,48 @@ | ||||
| /** | ||||
|  * Luminosity | ||||
|  * http://en.wikipedia.org/wiki/Luminosity | ||||
|  */ | ||||
|  | ||||
| const LuminosityShader = { | ||||
|  | ||||
| 	name: 'LuminosityShader', | ||||
|  | ||||
| 	uniforms: { | ||||
|  | ||||
| 		'tDiffuse': { value: null } | ||||
|  | ||||
| 	}, | ||||
|  | ||||
| 	vertexShader: /* glsl */` | ||||
|  | ||||
| 		varying vec2 vUv; | ||||
|  | ||||
| 		void main() { | ||||
|  | ||||
| 			vUv = uv; | ||||
|  | ||||
| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||||
|  | ||||
| 		}`, | ||||
|  | ||||
| 	fragmentShader: /* glsl */` | ||||
|  | ||||
| 		#include <common> | ||||
|  | ||||
| 		uniform sampler2D tDiffuse; | ||||
|  | ||||
| 		varying vec2 vUv; | ||||
|  | ||||
| 		void main() { | ||||
|  | ||||
| 			vec4 texel = texture2D( tDiffuse, vUv ); | ||||
|  | ||||
| 			float l = luminance( texel.rgb ); | ||||
|  | ||||
| 			gl_FragColor = vec4( l, l, l, texel.w ); | ||||
|  | ||||
| 		}` | ||||
|  | ||||
| }; | ||||
|  | ||||
| export { LuminosityShader }; | ||||
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