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 }; |