| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173 | 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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