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