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							- import {
 
- 	AdditiveBlending,
 
- 	Color,
 
- 	DoubleSide,
 
- 	LinearFilter,
 
- 	Matrix4,
 
- 	MeshBasicMaterial,
 
- 	MeshDepthMaterial,
 
- 	NoBlending,
 
- 	RGBADepthPacking,
 
- 	RGBAFormat,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	Vector2,
 
- 	Vector3,
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { CopyShader } from '../shaders/CopyShader.js';
 
- class OutlinePass extends Pass {
 
- 	constructor( resolution, scene, camera, selectedObjects ) {
 
- 		super();
 
- 		this.renderScene = scene;
 
- 		this.renderCamera = camera;
 
- 		this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
 
- 		this.visibleEdgeColor = new Color( 1, 1, 1 );
 
- 		this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
 
- 		this.edgeGlow = 0.0;
 
- 		this.usePatternTexture = false;
 
- 		this.edgeThickness = 1.0;
 
- 		this.edgeStrength = 3.0;
 
- 		this.downSampleRatio = 2;
 
- 		this.pulsePeriod = 0;
 
- 		this._visibilityCache = new Map();
 
- 		this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
 
- 		const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
 
- 		const resx = Math.round( this.resolution.x / this.downSampleRatio );
 
- 		const resy = Math.round( this.resolution.y / this.downSampleRatio );
 
- 		this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } );
 
- 		this.maskBufferMaterial.side = DoubleSide;
 
- 		this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
 
- 		this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
 
- 		this.renderTargetMaskBuffer.texture.generateMipmaps = false;
 
- 		this.depthMaterial = new MeshDepthMaterial();
 
- 		this.depthMaterial.side = DoubleSide;
 
- 		this.depthMaterial.depthPacking = RGBADepthPacking;
 
- 		this.depthMaterial.blending = NoBlending;
 
- 		this.prepareMaskMaterial = this.getPrepareMaskMaterial();
 
- 		this.prepareMaskMaterial.side = DoubleSide;
 
- 		this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
 
- 		this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
 
- 		this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
 
- 		this.renderTargetDepthBuffer.texture.generateMipmaps = false;
 
- 		this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
 
- 		this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
 
- 		this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
 
- 		this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
 
- 		this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
 
- 		this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
 
- 		this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
 
- 		this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
 
- 		this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
 
- 		this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
 
- 		this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars );
 
- 		this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
 
- 		this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
 
- 		this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
 
- 		this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
 
- 		this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
 
- 		const MAX_EDGE_THICKNESS = 4;
 
- 		const MAX_EDGE_GLOW = 4;
 
- 		this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
 
- 		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
 
- 		this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
 
- 		this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
 
- 		this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
 
- 		this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
 
- 		// Overlay material
 
- 		this.overlayMaterial = this.getOverlayMaterial();
 
- 		// copy material
 
- 		if ( CopyShader === undefined ) console.error( 'THREE.OutlinePass relies on CopyShader' );
 
- 		const copyShader = CopyShader;
 
- 		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
 
- 		this.copyUniforms[ 'opacity' ].value = 1.0;
 
- 		this.materialCopy = new ShaderMaterial( {
 
- 			uniforms: this.copyUniforms,
 
- 			vertexShader: copyShader.vertexShader,
 
- 			fragmentShader: copyShader.fragmentShader,
 
- 			blending: NoBlending,
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			transparent: true
 
- 		} );
 
- 		this.enabled = true;
 
- 		this.needsSwap = false;
 
- 		this._oldClearColor = new Color();
 
- 		this.oldClearAlpha = 1;
 
- 		this.fsQuad = new FullScreenQuad( null );
 
- 		this.tempPulseColor1 = new Color();
 
- 		this.tempPulseColor2 = new Color();
 
- 		this.textureMatrix = new Matrix4();
 
- 		function replaceDepthToViewZ( string, camera ) {
 
- 			var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
 
- 			return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
 
- 		}
 
- 	}
 
- 	dispose() {
 
- 		this.renderTargetMaskBuffer.dispose();
 
- 		this.renderTargetDepthBuffer.dispose();
 
- 		this.renderTargetMaskDownSampleBuffer.dispose();
 
- 		this.renderTargetBlurBuffer1.dispose();
 
- 		this.renderTargetBlurBuffer2.dispose();
 
- 		this.renderTargetEdgeBuffer1.dispose();
 
- 		this.renderTargetEdgeBuffer2.dispose();
 
- 	}
 
- 	setSize( width, height ) {
 
- 		this.renderTargetMaskBuffer.setSize( width, height );
 
- 		this.renderTargetDepthBuffer.setSize( width, height );
 
- 		let resx = Math.round( width / this.downSampleRatio );
 
- 		let resy = Math.round( height / this.downSampleRatio );
 
- 		this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
 
- 		this.renderTargetBlurBuffer1.setSize( resx, resy );
 
- 		this.renderTargetEdgeBuffer1.setSize( resx, resy );
 
- 		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
 
- 		resx = Math.round( resx / 2 );
 
- 		resy = Math.round( resy / 2 );
 
- 		this.renderTargetBlurBuffer2.setSize( resx, resy );
 
- 		this.renderTargetEdgeBuffer2.setSize( resx, resy );
 
- 		this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
 
- 	}
 
- 	changeVisibilityOfSelectedObjects( bVisible ) {
 
- 		const cache = this._visibilityCache;
 
- 		function gatherSelectedMeshesCallBack( object ) {
 
- 			if ( object.isMesh ) {
 
- 				if ( bVisible === true ) {
 
- 					object.visible = cache.get( object );
 
- 				} else {
 
- 					cache.set( object, object.visible );
 
- 					object.visible = bVisible;
 
- 				}
 
- 			}
 
- 		}
 
- 		for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
 
- 			const selectedObject = this.selectedObjects[ i ];
 
- 			selectedObject.traverse( gatherSelectedMeshesCallBack );
 
- 		}
 
- 	}
 
- 	changeVisibilityOfNonSelectedObjects( bVisible ) {
 
- 		const cache = this._visibilityCache;
 
- 		const selectedMeshes = [];
 
- 		function gatherSelectedMeshesCallBack( object ) {
 
- 			if ( object.isMesh ) selectedMeshes.push( object );
 
- 		}
 
- 		for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
 
- 			const selectedObject = this.selectedObjects[ i ];
 
- 			selectedObject.traverse( gatherSelectedMeshesCallBack );
 
- 		}
 
- 		function VisibilityChangeCallBack( object ) {
 
- 			if ( object.isMesh || object.isSprite ) {
 
- 				// only meshes and sprites are supported by OutlinePass
 
- 				let bFound = false;
 
- 				for ( let i = 0; i < selectedMeshes.length; i ++ ) {
 
- 					const selectedObjectId = selectedMeshes[ i ].id;
 
- 					if ( selectedObjectId === object.id ) {
 
- 						bFound = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if ( bFound === false ) {
 
- 					const visibility = object.visible;
 
- 					if ( bVisible === false || cache.get( object ) === true ) {
 
- 						object.visible = bVisible;
 
- 					}
 
- 					cache.set( object, visibility );
 
- 				}
 
- 			} else if ( object.isPoints || object.isLine ) {
 
- 				// the visibilty of points and lines is always set to false in order to
 
- 				// not affect the outline computation
 
- 				if ( bVisible === true ) {
 
- 					object.visible = cache.get( object ); // restore
 
- 				} else {
 
- 					cache.set( object, object.visible );
 
- 					object.visible = bVisible;
 
- 				}
 
- 			}
 
- 		}
 
- 		this.renderScene.traverse( VisibilityChangeCallBack );
 
- 	}
 
- 	updateTextureMatrix() {
 
- 		this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
 
- 			0.0, 0.5, 0.0, 0.5,
 
- 			0.0, 0.0, 0.5, 0.5,
 
- 			0.0, 0.0, 0.0, 1.0 );
 
- 		this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
 
- 		this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
 
- 	}
 
- 	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
- 		if ( this.selectedObjects.length > 0 ) {
 
- 			renderer.getClearColor( this._oldClearColor );
 
- 			this.oldClearAlpha = renderer.getClearAlpha();
 
- 			const oldAutoClear = renderer.autoClear;
 
- 			renderer.autoClear = false;
 
- 			if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
- 			renderer.setClearColor( 0xffffff, 1 );
 
- 			// Make selected objects invisible
 
- 			this.changeVisibilityOfSelectedObjects( false );
 
- 			const currentBackground = this.renderScene.background;
 
- 			this.renderScene.background = null;
 
- 			// 1. Draw Non Selected objects in the depth buffer
 
- 			this.renderScene.overrideMaterial = this.depthMaterial;
 
- 			renderer.setRenderTarget( this.renderTargetDepthBuffer );
 
- 			renderer.clear();
 
- 			renderer.render( this.renderScene, this.renderCamera );
 
- 			// Make selected objects visible
 
- 			this.changeVisibilityOfSelectedObjects( true );
 
- 			this._visibilityCache.clear();
 
- 			// Update Texture Matrix for Depth compare
 
- 			this.updateTextureMatrix();
 
- 			// Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
 
- 			this.changeVisibilityOfNonSelectedObjects( false );
 
- 			this.renderScene.overrideMaterial = this.prepareMaskMaterial;
 
- 			this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
 
- 			this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
 
- 			this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
 
- 			renderer.setRenderTarget( this.renderTargetMaskBuffer );
 
- 			renderer.clear();
 
- 			renderer.render( this.renderScene, this.renderCamera );
 
- 			this.renderScene.overrideMaterial = null;
 
- 			this.changeVisibilityOfNonSelectedObjects( true );
 
- 			this._visibilityCache.clear();
 
- 			this.renderScene.background = currentBackground;
 
- 			// 2. Downsample to Half resolution
 
- 			this.fsQuad.material = this.materialCopy;
 
- 			this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
 
- 			renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
 
- 			renderer.clear();
 
- 			this.fsQuad.render( renderer );
 
- 			this.tempPulseColor1.copy( this.visibleEdgeColor );
 
- 			this.tempPulseColor2.copy( this.hiddenEdgeColor );
 
- 			if ( this.pulsePeriod > 0 ) {
 
- 				const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
 
- 				this.tempPulseColor1.multiplyScalar( scalar );
 
- 				this.tempPulseColor2.multiplyScalar( scalar );
 
- 			}
 
- 			// 3. Apply Edge Detection Pass
 
- 			this.fsQuad.material = this.edgeDetectionMaterial;
 
- 			this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
 
- 			this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
 
- 			this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
 
- 			this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
 
- 			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
 
- 			renderer.clear();
 
- 			this.fsQuad.render( renderer );
 
- 			// 4. Apply Blur on Half res
 
- 			this.fsQuad.material = this.separableBlurMaterial1;
 
- 			this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
 
- 			this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
 
- 			this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
 
- 			renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
 
- 			renderer.clear();
 
- 			this.fsQuad.render( renderer );
 
- 			this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
 
- 			this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
 
- 			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
 
- 			renderer.clear();
 
- 			this.fsQuad.render( renderer );
 
- 			// Apply Blur on quarter res
 
- 			this.fsQuad.material = this.separableBlurMaterial2;
 
- 			this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
 
- 			this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
 
- 			renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
 
- 			renderer.clear();
 
- 			this.fsQuad.render( renderer );
 
- 			this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
 
- 			this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
 
- 			renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
 
- 			renderer.clear();
 
- 			this.fsQuad.render( renderer );
 
- 			// Blend it additively over the input texture
 
- 			this.fsQuad.material = this.overlayMaterial;
 
- 			this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
 
- 			this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
 
- 			this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
 
- 			this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
 
- 			this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
 
- 			this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
 
- 			this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
 
- 			if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
 
- 			renderer.setRenderTarget( readBuffer );
 
- 			this.fsQuad.render( renderer );
 
- 			renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
 
- 			renderer.autoClear = oldAutoClear;
 
- 		}
 
- 		if ( this.renderToScreen ) {
 
- 			this.fsQuad.material = this.materialCopy;
 
- 			this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
 
- 			renderer.setRenderTarget( null );
 
- 			this.fsQuad.render( renderer );
 
- 		}
 
- 	}
 
- 	getPrepareMaskMaterial() {
 
- 		return new ShaderMaterial( {
 
- 			uniforms: {
 
- 				'depthTexture': { value: null },
 
- 				'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
 
- 				'textureMatrix': { value: null }
 
- 			},
 
- 			vertexShader:
 
- 				`#include <morphtarget_pars_vertex>
 
- 				#include <skinning_pars_vertex>
 
- 				varying vec4 projTexCoord;
 
- 				varying vec4 vPosition;
 
- 				uniform mat4 textureMatrix;
 
- 				void main() {
 
- 					#include <skinbase_vertex>
 
- 					#include <begin_vertex>
 
- 					#include <morphtarget_vertex>
 
- 					#include <skinning_vertex>
 
- 					#include <project_vertex>
 
- 					vPosition = mvPosition;
 
- 					vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );
 
- 					projTexCoord = textureMatrix * worldPosition;
 
- 				}`,
 
- 			fragmentShader:
 
- 				`#include <packing>
 
- 				varying vec4 vPosition;
 
- 				varying vec4 projTexCoord;
 
- 				uniform sampler2D depthTexture;
 
- 				uniform vec2 cameraNearFar;
 
- 				void main() {
 
- 					float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
 
- 					float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
 
- 					float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
 
- 					gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
 
- 				}`
 
- 		} );
 
- 	}
 
- 	getEdgeDetectionMaterial() {
 
- 		return new ShaderMaterial( {
 
- 			uniforms: {
 
- 				'maskTexture': { value: null },
 
- 				'texSize': { value: new Vector2( 0.5, 0.5 ) },
 
- 				'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
 
- 				'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
 
- 			},
 
- 			vertexShader:
 
- 				`varying vec2 vUv;
 
- 				void main() {
 
- 					vUv = uv;
 
- 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 				}`,
 
- 			fragmentShader:
 
- 				`varying vec2 vUv;
 
- 				uniform sampler2D maskTexture;
 
- 				uniform vec2 texSize;
 
- 				uniform vec3 visibleEdgeColor;
 
- 				uniform vec3 hiddenEdgeColor;
 
- 				void main() {
 
- 					vec2 invSize = 1.0 / texSize;
 
- 					vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
 
- 					vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
 
- 					vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
 
- 					vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
 
- 					vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
 
- 					float diff1 = (c1.r - c2.r)*0.5;
 
- 					float diff2 = (c3.r - c4.r)*0.5;
 
- 					float d = length( vec2(diff1, diff2) );
 
- 					float a1 = min(c1.g, c2.g);
 
- 					float a2 = min(c3.g, c4.g);
 
- 					float visibilityFactor = min(a1, a2);
 
- 					vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
 
- 					gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
 
- 				}`
 
- 		} );
 
- 	}
 
- 	getSeperableBlurMaterial( maxRadius ) {
 
- 		return new ShaderMaterial( {
 
- 			defines: {
 
- 				'MAX_RADIUS': maxRadius,
 
- 			},
 
- 			uniforms: {
 
- 				'colorTexture': { value: null },
 
- 				'texSize': { value: new Vector2( 0.5, 0.5 ) },
 
- 				'direction': { value: new Vector2( 0.5, 0.5 ) },
 
- 				'kernelRadius': { value: 1.0 }
 
- 			},
 
- 			vertexShader:
 
- 				`varying vec2 vUv;
 
- 				void main() {
 
- 					vUv = uv;
 
- 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 				}`,
 
- 			fragmentShader:
 
- 				`#include <common>
 
- 				varying vec2 vUv;
 
- 				uniform sampler2D colorTexture;
 
- 				uniform vec2 texSize;
 
- 				uniform vec2 direction;
 
- 				uniform float kernelRadius;
 
- 				float gaussianPdf(in float x, in float sigma) {
 
- 					return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
 
- 				}
 
- 				void main() {
 
- 					vec2 invSize = 1.0 / texSize;
 
- 					float weightSum = gaussianPdf(0.0, kernelRadius);
 
- 					vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
 
- 					vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
 
- 					vec2 uvOffset = delta;
 
- 					for( int i = 1; i <= MAX_RADIUS; i ++ ) {
 
- 						float w = gaussianPdf(uvOffset.x, kernelRadius);
 
- 						vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
 
- 						vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
 
- 						diffuseSum += ((sample1 + sample2) * w);
 
- 						weightSum += (2.0 * w);
 
- 						uvOffset += delta;
 
- 					}
 
- 					gl_FragColor = diffuseSum/weightSum;
 
- 				}`
 
- 		} );
 
- 	}
 
- 	getOverlayMaterial() {
 
- 		return new ShaderMaterial( {
 
- 			uniforms: {
 
- 				'maskTexture': { value: null },
 
- 				'edgeTexture1': { value: null },
 
- 				'edgeTexture2': { value: null },
 
- 				'patternTexture': { value: null },
 
- 				'edgeStrength': { value: 1.0 },
 
- 				'edgeGlow': { value: 1.0 },
 
- 				'usePatternTexture': { value: 0.0 }
 
- 			},
 
- 			vertexShader:
 
- 				`varying vec2 vUv;
 
- 				void main() {
 
- 					vUv = uv;
 
- 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 				}`,
 
- 			fragmentShader:
 
- 				`varying vec2 vUv;
 
- 				uniform sampler2D maskTexture;
 
- 				uniform sampler2D edgeTexture1;
 
- 				uniform sampler2D edgeTexture2;
 
- 				uniform sampler2D patternTexture;
 
- 				uniform float edgeStrength;
 
- 				uniform float edgeGlow;
 
- 				uniform bool usePatternTexture;
 
- 				void main() {
 
- 					vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
 
- 					vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
 
- 					vec4 maskColor = texture2D(maskTexture, vUv);
 
- 					vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
 
- 					float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
 
- 					vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
 
- 					vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
 
- 					if(usePatternTexture)
 
- 						finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
 
- 					gl_FragColor = finalColor;
 
- 				}`,
 
- 			blending: AdditiveBlending,
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			transparent: true
 
- 		} );
 
- 	}
 
- }
 
- OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
 
- OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
 
- export { OutlinePass };
 
 
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