63 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			63 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | /** | ||
|  |  * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
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|  |  * - based on Nvidia example | ||
|  |  * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
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|  |  */ | ||
|  | 
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|  | const BleachBypassShader = { | ||
|  | 
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|  | 	name: 'BleachBypassShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
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|  | 		'tDiffuse': { value: null }, | ||
|  | 		'opacity': { value: 1.0 } | ||
|  | 
 | ||
|  | 	}, | ||
|  | 
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|  | 	vertexShader: /* glsl */`
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|  | 
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|  | 		varying vec2 vUv; | ||
|  | 
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|  | 		void main() { | ||
|  | 
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|  | 			vUv = uv; | ||
|  | 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 
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|  | 		}`,
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|  | 
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|  | 	fragmentShader: /* glsl */`
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|  | 
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|  | 		uniform float opacity; | ||
|  | 
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|  | 		uniform sampler2D tDiffuse; | ||
|  | 
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|  | 		varying vec2 vUv; | ||
|  | 
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|  | 		void main() { | ||
|  | 
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|  | 			vec4 base = texture2D( tDiffuse, vUv ); | ||
|  | 
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|  | 			vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 ); | ||
|  | 			float lum = dot( lumCoeff, base.rgb ); | ||
|  | 			vec3 blend = vec3( lum ); | ||
|  | 
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|  | 			float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) ); | ||
|  | 
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|  | 			vec3 result1 = 2.0 * base.rgb * blend; | ||
|  | 			vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb ); | ||
|  | 
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|  | 			vec3 newColor = mix( result1, result2, L ); | ||
|  | 
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|  | 			float A2 = opacity * base.a; | ||
|  | 			vec3 mixRGB = A2 * newColor.rgb; | ||
|  | 			mixRGB += ( ( 1.0 - A2 ) * base.rgb ); | ||
|  | 
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|  | 			gl_FragColor = vec4( mixRGB, base.a ); | ||
|  | 
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|  | 		}`
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|  | 
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|  | }; | ||
|  | 
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|  | export { BleachBypassShader }; |