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