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571 lines
19 KiB
571 lines
19 KiB
/**
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* @author spidersharma / http://eduperiment.com/
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*/
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THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
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this.renderScene = scene;
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this.renderCamera = camera;
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this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
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this.visibleEdgeColor = new THREE.Color( 1, 1, 1 );
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this.hiddenEdgeColor = new THREE.Color( 0.1, 0.04, 0.02 );
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this.edgeGlow = 0.0;
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this.usePatternTexture = false;
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this.edgeThickness = 1.0;
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this.edgeStrength = 3.0;
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this.downSampleRatio = 2;
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this.pulsePeriod = 0;
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THREE.Pass.call( this );
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this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
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var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
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var resx = Math.round( this.resolution.x / this.downSampleRatio );
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var resy = Math.round( this.resolution.y / this.downSampleRatio );
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this.maskBufferMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } );
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this.maskBufferMaterial.side = THREE.DoubleSide;
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this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
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this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
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this.renderTargetMaskBuffer.texture.generateMipmaps = false;
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this.depthMaterial = new THREE.MeshDepthMaterial();
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this.depthMaterial.side = THREE.DoubleSide;
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this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
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this.depthMaterial.blending = THREE.NoBlending;
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this.prepareMaskMaterial = this.getPrepareMaskMaterial();
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this.prepareMaskMaterial.side = THREE.DoubleSide;
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this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
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this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
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this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
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this.renderTargetDepthBuffer.texture.generateMipmaps = false;
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this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy, pars );
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this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
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this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
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this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
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this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
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this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
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this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
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this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
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this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
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this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
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this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
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this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
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this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
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this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
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this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
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this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
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var MAX_EDGE_THICKNESS = 4;
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var MAX_EDGE_GLOW = 4;
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this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
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this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
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this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
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this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
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this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) );
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this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW;
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// Overlay material
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this.overlayMaterial = this.getOverlayMaterial();
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// copy material
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if ( THREE.CopyShader === undefined )
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console.error( "THREE.OutlinePass relies on THREE.CopyShader" );
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var copyShader = THREE.CopyShader;
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this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
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this.copyUniforms[ "opacity" ].value = 1.0;
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this.materialCopy = new THREE.ShaderMaterial( {
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uniforms: this.copyUniforms,
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vertexShader: copyShader.vertexShader,
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fragmentShader: copyShader.fragmentShader,
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blending: THREE.NoBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this.enabled = true;
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this.needsSwap = false;
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this.oldClearColor = new THREE.Color();
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this.oldClearAlpha = 1;
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this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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this.scene = new THREE.Scene();
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this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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this.quad.frustumCulled = false; // Avoid getting clipped
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this.scene.add( this.quad );
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this.tempPulseColor1 = new THREE.Color();
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this.tempPulseColor2 = new THREE.Color();
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this.textureMatrix = new THREE.Matrix4();
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function replaceDepthToViewZ( string, camera ) {
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var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
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return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
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}
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};
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THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.OutlinePass,
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dispose: function () {
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this.renderTargetMaskBuffer.dispose();
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this.renderTargetDepthBuffer.dispose();
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this.renderTargetMaskDownSampleBuffer.dispose();
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this.renderTargetBlurBuffer1.dispose();
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this.renderTargetBlurBuffer2.dispose();
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this.renderTargetEdgeBuffer1.dispose();
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this.renderTargetEdgeBuffer2.dispose();
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},
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setSize: function ( width, height ) {
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this.renderTargetMaskBuffer.setSize( width, height );
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var resx = Math.round( width / this.downSampleRatio );
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var resy = Math.round( height / this.downSampleRatio );
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this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
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this.renderTargetBlurBuffer1.setSize( resx, resy );
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this.renderTargetEdgeBuffer1.setSize( resx, resy );
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this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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this.renderTargetBlurBuffer2.setSize( resx, resy );
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this.renderTargetEdgeBuffer2.setSize( resx, resy );
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this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
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},
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changeVisibilityOfSelectedObjects: function ( bVisible ) {
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function gatherSelectedMeshesCallBack( object ) {
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if ( object.isMesh ) {
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if ( bVisible ) {
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object.visible = object.userData.oldVisible;
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delete object.userData.oldVisible;
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} else {
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object.userData.oldVisible = object.visible;
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object.visible = bVisible;
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}
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}
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}
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for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
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var selectedObject = this.selectedObjects[ i ];
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selectedObject.traverse( gatherSelectedMeshesCallBack );
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}
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},
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changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
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var selectedMeshes = [];
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function gatherSelectedMeshesCallBack( object ) {
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if ( object.isMesh ) selectedMeshes.push( object );
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}
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for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
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var selectedObject = this.selectedObjects[ i ];
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selectedObject.traverse( gatherSelectedMeshesCallBack );
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}
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function VisibilityChangeCallBack( object ) {
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if ( object.isMesh || object.isLine || object.isSprite ) {
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var bFound = false;
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for ( var i = 0; i < selectedMeshes.length; i ++ ) {
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var selectedObjectId = selectedMeshes[ i ].id;
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if ( selectedObjectId === object.id ) {
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bFound = true;
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break;
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}
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}
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if ( ! bFound ) {
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var visibility = object.visible;
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if ( ! bVisible || object.bVisible ) object.visible = bVisible;
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object.bVisible = visibility;
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}
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}
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}
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this.renderScene.traverse( VisibilityChangeCallBack );
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},
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updateTextureMatrix: function () {
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this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0 );
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this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
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this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
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},
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render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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if ( this.selectedObjects.length > 0 ) {
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this.oldClearColor.copy( renderer.getClearColor() );
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this.oldClearAlpha = renderer.getClearAlpha();
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var oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
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renderer.setClearColor( 0xffffff, 1 );
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// Make selected objects invisible
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this.changeVisibilityOfSelectedObjects( false );
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var currentBackground = this.renderScene.background;
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this.renderScene.background = null;
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// 1. Draw Non Selected objects in the depth buffer
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this.renderScene.overrideMaterial = this.depthMaterial;
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renderer.render( this.renderScene, this.renderCamera, this.renderTargetDepthBuffer, true );
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// Make selected objects visible
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this.changeVisibilityOfSelectedObjects( true );
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// Update Texture Matrix for Depth compare
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this.updateTextureMatrix();
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// Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
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this.changeVisibilityOfNonSelectedObjects( false );
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this.renderScene.overrideMaterial = this.prepareMaskMaterial;
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this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new THREE.Vector2( this.renderCamera.near, this.renderCamera.far );
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this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
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this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
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renderer.render( this.renderScene, this.renderCamera, this.renderTargetMaskBuffer, true );
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this.renderScene.overrideMaterial = null;
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this.changeVisibilityOfNonSelectedObjects( true );
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this.renderScene.background = currentBackground;
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// 2. Downsample to Half resolution
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this.quad.material = this.materialCopy;
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this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture;
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renderer.render( this.scene, this.camera, this.renderTargetMaskDownSampleBuffer, true );
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this.tempPulseColor1.copy( this.visibleEdgeColor );
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this.tempPulseColor2.copy( this.hiddenEdgeColor );
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if ( this.pulsePeriod > 0 ) {
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var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
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this.tempPulseColor1.multiplyScalar( scalar );
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this.tempPulseColor2.multiplyScalar( scalar );
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}
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// 3. Apply Edge Detection Pass
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this.quad.material = this.edgeDetectionMaterial;
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this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
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this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new THREE.Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
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this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
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this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
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renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer1, true );
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// 4. Apply Blur on Half res
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this.quad.material = this.separableBlurMaterial1;
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this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
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this.separableBlurMaterial1.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionX;
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this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness;
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renderer.render( this.scene, this.camera, this.renderTargetBlurBuffer1, true );
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this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture;
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this.separableBlurMaterial1.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionY;
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renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer1, true );
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// Apply Blur on quarter res
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this.quad.material = this.separableBlurMaterial2;
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this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
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this.separableBlurMaterial2.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionX;
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renderer.render( this.scene, this.camera, this.renderTargetBlurBuffer2, true );
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this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture;
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this.separableBlurMaterial2.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionY;
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renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer2, true );
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// Blend it additively over the input texture
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this.quad.material = this.overlayMaterial;
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this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;
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this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture;
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this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture;
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this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture;
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this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
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this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
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this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
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if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
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renderer.render( this.scene, this.camera, readBuffer, false );
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renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
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renderer.autoClear = oldAutoClear;
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}
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if ( this.renderToScreen ) {
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this.quad.material = this.materialCopy;
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this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture;
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renderer.render( this.scene, this.camera );
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}
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},
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getPrepareMaskMaterial: function () {
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return new THREE.ShaderMaterial( {
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uniforms: {
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"depthTexture": { value: null },
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"cameraNearFar": { value: new THREE.Vector2( 0.5, 0.5 ) },
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"textureMatrix": { value: new THREE.Matrix4() }
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},
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vertexShader: [
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'varying vec4 projTexCoord;',
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'varying vec4 vPosition;',
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'uniform mat4 textureMatrix;',
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'void main() {',
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' vPosition = modelViewMatrix * vec4( position, 1.0 );',
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' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
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' projTexCoord = textureMatrix * worldPosition;',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'#include <packing>',
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'varying vec4 vPosition;',
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'varying vec4 projTexCoord;',
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'uniform sampler2D depthTexture;',
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'uniform vec2 cameraNearFar;',
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'void main() {',
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' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
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' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
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' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
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' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
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'}'
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].join( '\n' )
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} );
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},
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getEdgeDetectionMaterial: function () {
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return new THREE.ShaderMaterial( {
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uniforms: {
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"maskTexture": { value: null },
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"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
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"visibleEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
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"hiddenEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
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},
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vertexShader:
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"varying vec2 vUv;\n\
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void main() {\n\
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vUv = uv;\n\
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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}",
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fragmentShader:
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"varying vec2 vUv;\
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uniform sampler2D maskTexture;\
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uniform vec2 texSize;\
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uniform vec3 visibleEdgeColor;\
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uniform vec3 hiddenEdgeColor;\
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\
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void main() {\n\
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vec2 invSize = 1.0 / texSize;\
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vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
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vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
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vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
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vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
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vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
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float diff1 = (c1.r - c2.r)*0.5;\
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float diff2 = (c3.r - c4.r)*0.5;\
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float d = length( vec2(diff1, diff2) );\
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float a1 = min(c1.g, c2.g);\
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float a2 = min(c3.g, c4.g);\
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float visibilityFactor = min(a1, a2);\
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vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
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gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
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}"
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} );
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},
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getSeperableBlurMaterial: function ( maxRadius ) {
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return new THREE.ShaderMaterial( {
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defines: {
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|
"MAX_RADIUS": maxRadius,
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},
|
|
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|
uniforms: {
|
|
"colorTexture": { value: null },
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|
"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
"direction": { value: new THREE.Vector2( 0.5, 0.5 ) },
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"kernelRadius": { value: 1.0 }
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|
},
|
|
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vertexShader:
|
|
"varying vec2 vUv;\n\
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|
void main() {\n\
|
|
vUv = uv;\n\
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|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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|
}",
|
|
|
|
fragmentShader:
|
|
"#include <common>\
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|
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);\
|
|
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * 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);\
|
|
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
|
|
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
|
|
diffuseSum += ((sample1 + sample2) * w);\
|
|
weightSum += (2.0 * w);\
|
|
uvOffset += delta;\
|
|
}\
|
|
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
|
|
}"
|
|
} );
|
|
|
|
},
|
|
|
|
getOverlayMaterial: function () {
|
|
|
|
return new THREE.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;\n\
|
|
void main() {\n\
|
|
vUv = uv;\n\
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
}",
|
|
|
|
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: THREE.AdditiveBlending,
|
|
depthTest: false,
|
|
depthWrite: false,
|
|
transparent: true
|
|
} );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
THREE.OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
|
|
THREE.OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
|
|
|