1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071 |
- ( function () {
- /**
- * Luminosity
- * http://en.wikipedia.org/wiki/Luminosity
- */
- const LuminosityHighPassShader = {
- shaderID: 'luminosityHighPass',
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'luminosityThreshold': {
- value: 1.0
- },
- 'smoothWidth': {
- value: 1.0
- },
- 'defaultColor': {
- value: new THREE.Color( 0x000000 )
- },
- 'defaultOpacity': {
- value: 0.0
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform sampler2D tDiffuse;
- uniform vec3 defaultColor;
- uniform float defaultOpacity;
- uniform float luminosityThreshold;
- uniform float smoothWidth;
- varying vec2 vUv;
- void main() {
- vec4 texel = texture2D( tDiffuse, vUv );
- vec3 luma = vec3( 0.299, 0.587, 0.114 );
- float v = dot( texel.xyz, luma );
- vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
- float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
- gl_FragColor = mix( outputColor, texel, alpha );
- }`
- };
- THREE.LuminosityHighPassShader = LuminosityHighPassShader;
- } )();
|