67 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Color
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| } from 'three';
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| 
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| /**
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|  * Luminosity
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|  * http://en.wikipedia.org/wiki/Luminosity
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|  */
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| 
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| const LuminosityHighPassShader = {
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| 
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| 	name: 'LuminosityHighPassShader',
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| 
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| 	shaderID: 'luminosityHighPass',
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| 
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| 	uniforms: {
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| 
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| 		'tDiffuse': { value: null },
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| 		'luminosityThreshold': { value: 1.0 },
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| 		'smoothWidth': { value: 1.0 },
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| 		'defaultColor': { value: new Color( 0x000000 ) },
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| 		'defaultOpacity': { value: 0.0 }
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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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| 
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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 sampler2D tDiffuse;
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| 		uniform vec3 defaultColor;
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| 		uniform float defaultOpacity;
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| 		uniform float luminosityThreshold;
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| 		uniform float smoothWidth;
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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 texel = texture2D( tDiffuse, vUv );
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| 
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| 			vec3 luma = vec3( 0.299, 0.587, 0.114 );
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| 
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| 			float v = dot( texel.xyz, luma );
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| 
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| 			vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
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| 
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| 			float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
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| 
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| 			gl_FragColor = mix( outputColor, texel, alpha );
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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 { LuminosityHighPassShader };
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