1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 |
- ( function () {
- /**
- * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
- * - based on Nvidia example
- * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
- */
- const BleachBypassShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'opacity': {
- value: 1.0
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform float opacity;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- vec4 base = texture2D( tDiffuse, vUv );
- vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
- float lum = dot( lumCoeff, base.rgb );
- vec3 blend = vec3( lum );
- float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
- vec3 result1 = 2.0 * base.rgb * blend;
- vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
- vec3 newColor = mix( result1, result2, L );
- float A2 = opacity * base.a;
- vec3 mixRGB = A2 * newColor.rgb;
- mixRGB += ( ( 1.0 - A2 ) * base.rgb );
- gl_FragColor = vec4( mixRGB, base.a );
- }`
- };
- THREE.BleachBypassShader = BleachBypassShader;
- } )();
|