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( 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;
} )();