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