67 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			67 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| 
								 | 
							
								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 };
							 |