|
@@ -15,7 +15,6 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
|
|
|
this.edgeStrength = 3.0;
|
|
|
this.downSampleRatio = 2;
|
|
|
this.pulsePeriod = 0;
|
|
|
- this.renderToScreen = false;
|
|
|
|
|
|
THREE.Pass.call( this );
|
|
|
|
|
@@ -322,8 +321,6 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
|
|
|
this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
|
|
|
this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
|
|
|
this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
|
|
|
- this.overlayMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
|
|
|
- this.overlayMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
|
|
|
|
|
|
|
|
|
if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
|
|
@@ -370,7 +367,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
|
|
|
float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\
|
|
|
float viewZ = -perspectiveDepthToViewZ( depth, cameraNearFar.x, cameraNearFar.y );\
|
|
|
float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\
|
|
|
- gl_FragColor = vec4(0.0, depthTest, 1.0, 0.0);\
|
|
|
+ gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\
|
|
|
}"
|
|
|
} );
|
|
|
|
|
@@ -414,7 +411,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
|
|
|
float a1 = min(c1.g, c2.g);\
|
|
|
float a2 = min(c3.g, c4.g);\
|
|
|
float visibilityFactor = min(a1, a2);\
|
|
|
- vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? vec3(1,0,0) : vec3(0,1,0);\
|
|
|
+ vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
|
|
|
gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
|
|
|
}"
|
|
|
} );
|
|
@@ -485,9 +482,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
|
|
|
"patternTexture": { value: null },
|
|
|
"edgeStrength": { value: 1.0 },
|
|
|
"edgeGlow": { value: 1.0 },
|
|
|
- "usePatternTexture": { value: 0.0 },
|
|
|
- "visibleEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
|
|
|
- "hiddenEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
|
|
|
+ "usePatternTexture": { value: 0.0 }
|
|
|
},
|
|
|
|
|
|
vertexShader:
|
|
@@ -506,8 +501,6 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
|
|
|
uniform float edgeStrength;\
|
|
|
uniform float edgeGlow;\
|
|
|
uniform bool usePatternTexture;\
|
|
|
- uniform vec3 visibleEdgeColor;\
|
|
|
- uniform vec3 hiddenEdgeColor;\
|
|
|
\
|
|
|
void main() {\
|
|
|
vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
|
|
@@ -515,18 +508,16 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
|
|
|
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 = edgeStrength * (edgeValue1 + edgeValue2 * edgeGlow);\
|
|
|
- edgeValue.a = max(edgeValue.r, edgeValue.g);\
|
|
|
- vec3 edgeColor = edgeValue.r * visibleEdgeColor + edgeValue.g * hiddenEdgeColor;\
|
|
|
- vec4 finalColor = vec4(edgeColor, edgeValue.a*1.0);\
|
|
|
+ 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.NormalBlending,
|
|
|
+ blending: THREE.AdditiveBlending,
|
|
|
depthTest: false,
|
|
|
depthWrite: false,
|
|
|
- transparent: true,
|
|
|
+ transparent: true
|
|
|
} );
|
|
|
|
|
|
}
|