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							- import { ShaderPass } from './ShaderPass.js';
 
- const LUTShader = {
 
- 	defines: {
 
- 		USE_3DTEXTURE: 1,
 
- 	},
 
- 	uniforms: {
 
- 		lut3d: { value: null },
 
- 		lut: { value: null },
 
- 		lutSize: { value: 0 },
 
- 		tDiffuse: { value: null },
 
- 		intensity: { value: 1.0 },
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}
 
- 	`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform float lutSize;
 
- 		#if USE_3DTEXTURE
 
- 		precision highp sampler3D;
 
- 		uniform sampler3D lut3d;
 
- 		#else
 
- 		uniform sampler2D lut;
 
- 		vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
 
- 			float sliceHeight = 1.0 / size;
 
- 			float yPixelHeight = 1.0 / ( size * size );
 
- 			// Get the slices on either side of the sample
 
- 			float slice = rgb.b * size;
 
- 			float interp = fract( slice );
 
- 			float slice0 = slice - interp;
 
- 			float centeredInterp = interp - 0.5;
 
- 			float slice1 = slice0 + sign( centeredInterp );
 
- 			// Pull y sample in by half a pixel in each direction to avoid color
 
- 			// bleeding from adjacent slices.
 
- 			float greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );
 
- 			vec2 uv0 = vec2(
 
- 				rgb.r,
 
- 				slice0 * sliceHeight + greenOffset
 
- 			);
 
- 			vec2 uv1 = vec2(
 
- 				rgb.r,
 
- 				slice1 * sliceHeight + greenOffset
 
- 			);
 
- 			vec3 sample0 = texture2D( tex, uv0 ).rgb;
 
- 			vec3 sample1 = texture2D( tex, uv1 ).rgb;
 
- 			return mix( sample0, sample1, abs( centeredInterp ) );
 
- 		}
 
- 		#endif
 
- 		varying vec2 vUv;
 
- 		uniform float intensity;
 
- 		uniform sampler2D tDiffuse;
 
- 		void main() {
 
- 			vec4 val = texture2D( tDiffuse, vUv );
 
- 			vec4 lutVal;
 
- 			// pull the sample in by half a pixel so the sample begins
 
- 			// at the center of the edge pixels.
 
- 			float pixelWidth = 1.0 / lutSize;
 
- 			float halfPixelWidth = 0.5 / lutSize;
 
- 			vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
 
- 			#if USE_3DTEXTURE
 
- 			lutVal = vec4( texture( lut3d, uvw ).rgb, val.a );
 
- 			#else
 
- 			lutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );
 
- 			#endif
 
- 			gl_FragColor = vec4( mix( val, lutVal, intensity ) );
 
- 		}
 
- 	`,
 
- };
 
- class LUTPass extends ShaderPass {
 
- 	set lut( v ) {
 
- 		const material = this.material;
 
- 		if ( v !== this.lut ) {
 
- 			material.uniforms.lut3d.value = null;
 
- 			material.uniforms.lut.value = null;
 
- 			if ( v ) {
 
- 				const is3dTextureDefine = v.isDataTexture3D ? 1 : 0;
 
- 				if ( is3dTextureDefine !== material.defines.USE_3DTEXTURE ) {
 
- 					material.defines.USE_3DTEXTURE = is3dTextureDefine;
 
- 					material.needsUpdate = true;
 
- 				}
 
- 				material.uniforms.lutSize.value = v.image.width;
 
- 				if ( v.isDataTexture3D ) {
 
- 					material.uniforms.lut3d.value = v;
 
- 				} else {
 
- 					material.uniforms.lut.value = v;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	get lut() {
 
- 		return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
 
- 	}
 
- 	set intensity( v ) {
 
- 		this.material.uniforms.intensity.value = v;
 
- 	}
 
- 	get intensity() {
 
- 		return this.material.uniforms.intensity.value;
 
- 	}
 
- 	constructor( options = {} ) {
 
- 		super( LUTShader );
 
- 		this.lut = options.lut || null;
 
- 		this.intensity = 'intensity' in options ? options.intensity : 1;
 
- 	}
 
- }
 
- export { LUTPass };
 
 
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