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JSM: Added module and TS file for OutlinePass.

Mugen87 6 gadi atpakaļ
vecāks
revīzija
9e6f4306b8

+ 1 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -170,6 +170,7 @@
 						<li>GlitchPass</li>
 						<li>HalftonePass</li>
 						<li>MaskPass</li>
+						<li>OutlinePass</li>
 						<li>RenderPass</li>
 						<li>SavePass</li>
 						<li>ShaderPass</li>

+ 62 - 0
examples/jsm/postprocessing/OutlinePass.d.ts

@@ -0,0 +1,62 @@
+import {
+  Vector2,
+  Scene,
+  Camera,
+  Object3D,
+  Color,
+  Matrix4,
+  MeshBasicMaterial,
+  MeshDepthMaterial,
+  ShaderMaterial,
+  WebGLRenderTarget
+} from '../../../src/Three';
+
+import { Pass } from './Pass';
+
+export class OutlinePass extends Pass {
+  constructor(resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[]);
+  renderScene: Scene;
+  renderCamera: Camera;
+  selectedObjects: Object3D[];
+  visibleEdgeColor: Color;
+  hiddenEdgeColor: Color;
+  edgeGlow: number;
+  usePatternTexture: boolean;
+  edgeThickness: number;
+  edgeStrength: number;
+  downSampleRatio: number;
+  pulsePeriod: number;
+  resolution: Vector2;
+
+  maskBufferMaterial: MeshBasicMaterial;
+  renderTargetMaskBuffer: WebGLRenderTarget;
+  depthMaterial: MeshDepthMaterial;
+  prepareMaskMaterial: ShaderMaterial;
+  renderTargetDepthBuffer: WebGLRenderTarget;
+  renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
+  renderTargetBlurBuffer1: WebGLRenderTarget;
+  renderTargetBlurBuffer2: WebGLRenderTarget;
+  edgeDetectionMaterial: ShaderMaterial;
+  renderTargetEdgeBuffer1: WebGLRenderTarget;
+  renderTargetEdgeBuffer2: WebGLRenderTarget;
+  separableBlurMaterial1: ShaderMaterial;
+  separableBlurMaterial2: ShaderMaterial;
+  overlayMaterial: ShaderMaterial;
+  copyUniforms: object;
+  materialCopy: ShaderMaterial;
+  oldClearColor: Color;
+  oldClearAlpha: number;
+  fsQuad: object;
+  tempPulseColor1: Color;
+  tempPulseColor2: Color;
+  textureMatrix: Matrix4;
+
+  dispose(): void;
+  changeVisibilityOfSelectedObjects(bVisible: boolean): void;
+  changeVisibilityOfNonSelectedObjects(bVisible: boolean): void;
+  updateTextureMatrix(): void;
+  getPrepareMaskMaterial(): ShaderMaterial;
+  getEdgeDetectionMaterial(): ShaderMaterial;
+  getSeperableBlurMaterial(): ShaderMaterial;
+  getOverlayMaterial(): ShaderMaterial;
+}

+ 606 - 0
examples/jsm/postprocessing/OutlinePass.js

@@ -0,0 +1,606 @@
+/**
+ * @author spidersharma / http://eduperiment.com/
+ */
+
+import {
+	AdditiveBlending,
+	Color,
+	DoubleSide,
+	LinearFilter,
+	Matrix4,
+	MeshBasicMaterial,
+	MeshDepthMaterial,
+	NoBlending,
+	RGBADepthPacking,
+	RGBAFormat,
+	ShaderMaterial,
+	UniformsUtils,
+	Vector2,
+	Vector3,
+	WebGLRenderTarget
+} from "../../../build/three.module.js";
+import { Pass } from "../postprocessing/Pass.js";
+import { CopyShader } from "../shaders/CopyShader.js";
+
+var OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
+
+	this.renderScene = scene;
+	this.renderCamera = camera;
+	this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
+	this.visibleEdgeColor = new Color( 1, 1, 1 );
+	this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
+	this.edgeGlow = 0.0;
+	this.usePatternTexture = false;
+	this.edgeThickness = 1.0;
+	this.edgeStrength = 3.0;
+	this.downSampleRatio = 2;
+	this.pulsePeriod = 0;
+
+	Pass.call( this );
+
+	this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
+
+	var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
+
+	var resx = Math.round( this.resolution.x / this.downSampleRatio );
+	var resy = Math.round( this.resolution.y / this.downSampleRatio );
+
+	this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } );
+	this.maskBufferMaterial.side = DoubleSide;
+	this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
+	this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
+	this.renderTargetMaskBuffer.texture.generateMipmaps = false;
+
+	this.depthMaterial = new MeshDepthMaterial();
+	this.depthMaterial.side = DoubleSide;
+	this.depthMaterial.depthPacking = RGBADepthPacking;
+	this.depthMaterial.blending = NoBlending;
+
+	this.prepareMaskMaterial = this.getPrepareMaskMaterial();
+	this.prepareMaskMaterial.side = DoubleSide;
+	this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
+
+	this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
+	this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
+	this.renderTargetDepthBuffer.texture.generateMipmaps = false;
+
+	this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
+	this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
+	this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
+
+	this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
+	this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
+	this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
+	this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
+	this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
+	this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
+
+	this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
+	this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars );
+	this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
+	this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
+	this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
+	this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
+	this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
+
+	var MAX_EDGE_THICKNESS = 4;
+	var MAX_EDGE_GLOW = 4;
+
+	this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
+	this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy );
+	this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
+	this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
+	this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) );
+	this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW;
+
+	// Overlay material
+	this.overlayMaterial = this.getOverlayMaterial();
+
+	// copy material
+	if ( CopyShader === undefined )
+		console.error( "OutlinePass relies on CopyShader" );
+
+	var copyShader = CopyShader;
+
+	this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
+	this.copyUniforms[ "opacity" ].value = 1.0;
+
+	this.materialCopy = new ShaderMaterial( {
+		uniforms: this.copyUniforms,
+		vertexShader: copyShader.vertexShader,
+		fragmentShader: copyShader.fragmentShader,
+		blending: NoBlending,
+		depthTest: false,
+		depthWrite: false,
+		transparent: true
+	} );
+
+	this.enabled = true;
+	this.needsSwap = false;
+
+	this.oldClearColor = new Color();
+	this.oldClearAlpha = 1;
+
+	this.fsQuad = new Pass.FullScreenQuad( null );
+
+	this.tempPulseColor1 = new Color();
+	this.tempPulseColor2 = new Color();
+	this.textureMatrix = new Matrix4();
+
+	function replaceDepthToViewZ( string, camera ) {
+
+		var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
+
+		return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
+
+	}
+
+};
+
+OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
+
+	constructor: OutlinePass,
+
+	dispose: function () {
+
+		this.renderTargetMaskBuffer.dispose();
+		this.renderTargetDepthBuffer.dispose();
+		this.renderTargetMaskDownSampleBuffer.dispose();
+		this.renderTargetBlurBuffer1.dispose();
+		this.renderTargetBlurBuffer2.dispose();
+		this.renderTargetEdgeBuffer1.dispose();
+		this.renderTargetEdgeBuffer2.dispose();
+
+	},
+
+	setSize: function ( width, height ) {
+
+		this.renderTargetMaskBuffer.setSize( width, height );
+
+		var resx = Math.round( width / this.downSampleRatio );
+		var resy = Math.round( height / this.downSampleRatio );
+		this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
+		this.renderTargetBlurBuffer1.setSize( resx, resy );
+		this.renderTargetEdgeBuffer1.setSize( resx, resy );
+		this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy );
+
+		resx = Math.round( resx / 2 );
+		resy = Math.round( resy / 2 );
+
+		this.renderTargetBlurBuffer2.setSize( resx, resy );
+		this.renderTargetEdgeBuffer2.setSize( resx, resy );
+
+		this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( resx, resy );
+
+	},
+
+	changeVisibilityOfSelectedObjects: function ( bVisible ) {
+
+		function gatherSelectedMeshesCallBack( object ) {
+
+			if ( object.isMesh ) {
+
+				if ( bVisible ) {
+
+					object.visible = object.userData.oldVisible;
+					delete object.userData.oldVisible;
+
+				} else {
+
+					object.userData.oldVisible = object.visible;
+					object.visible = bVisible;
+
+				}
+
+			}
+
+		}
+
+		for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
+
+			var selectedObject = this.selectedObjects[ i ];
+			selectedObject.traverse( gatherSelectedMeshesCallBack );
+
+		}
+
+	},
+
+	changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
+
+		var selectedMeshes = [];
+
+		function gatherSelectedMeshesCallBack( object ) {
+
+			if ( object.isMesh ) selectedMeshes.push( object );
+
+		}
+
+		for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
+
+			var selectedObject = this.selectedObjects[ i ];
+			selectedObject.traverse( gatherSelectedMeshesCallBack );
+
+		}
+
+		function VisibilityChangeCallBack( object ) {
+
+			if ( object.isMesh || object.isLine || object.isSprite ) {
+
+				var bFound = false;
+
+				for ( var i = 0; i < selectedMeshes.length; i ++ ) {
+
+					var selectedObjectId = selectedMeshes[ i ].id;
+
+					if ( selectedObjectId === object.id ) {
+
+						bFound = true;
+						break;
+
+					}
+
+				}
+
+				if ( ! bFound ) {
+
+					var visibility = object.visible;
+
+					if ( ! bVisible || object.bVisible ) object.visible = bVisible;
+
+					object.bVisible = visibility;
+
+				}
+
+			}
+
+		}
+
+		this.renderScene.traverse( VisibilityChangeCallBack );
+
+	},
+
+	updateTextureMatrix: function () {
+
+		this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
+			0.0, 0.5, 0.0, 0.5,
+			0.0, 0.0, 0.5, 0.5,
+			0.0, 0.0, 0.0, 1.0 );
+		this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
+		this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
+
+	},
+
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
+
+		if ( this.selectedObjects.length > 0 ) {
+
+			this.oldClearColor.copy( renderer.getClearColor() );
+			this.oldClearAlpha = renderer.getClearAlpha();
+			var oldAutoClear = renderer.autoClear;
+
+			renderer.autoClear = false;
+
+			if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
+
+			renderer.setClearColor( 0xffffff, 1 );
+
+			// Make selected objects invisible
+			this.changeVisibilityOfSelectedObjects( false );
+
+			var currentBackground = this.renderScene.background;
+			this.renderScene.background = null;
+
+			// 1. Draw Non Selected objects in the depth buffer
+			this.renderScene.overrideMaterial = this.depthMaterial;
+			renderer.setRenderTarget( this.renderTargetDepthBuffer );
+			renderer.clear();
+			renderer.render( this.renderScene, this.renderCamera );
+
+			// Make selected objects visible
+			this.changeVisibilityOfSelectedObjects( true );
+
+			// Update Texture Matrix for Depth compare
+			this.updateTextureMatrix();
+
+			// Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
+			this.changeVisibilityOfNonSelectedObjects( false );
+			this.renderScene.overrideMaterial = this.prepareMaskMaterial;
+			this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new Vector2( this.renderCamera.near, this.renderCamera.far );
+			this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
+			this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
+			renderer.setRenderTarget( this.renderTargetMaskBuffer );
+			renderer.clear();
+			renderer.render( this.renderScene, this.renderCamera );
+			this.renderScene.overrideMaterial = null;
+			this.changeVisibilityOfNonSelectedObjects( true );
+
+			this.renderScene.background = currentBackground;
+
+			// 2. Downsample to Half resolution
+			this.fsQuad.material = this.materialCopy;
+			this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture;
+			renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
+			renderer.clear();
+			this.fsQuad.render( renderer );
+
+			this.tempPulseColor1.copy( this.visibleEdgeColor );
+			this.tempPulseColor2.copy( this.hiddenEdgeColor );
+
+			if ( this.pulsePeriod > 0 ) {
+
+				var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
+				this.tempPulseColor1.multiplyScalar( scalar );
+				this.tempPulseColor2.multiplyScalar( scalar );
+
+			}
+
+			// 3. Apply Edge Detection Pass
+			this.fsQuad.material = this.edgeDetectionMaterial;
+			this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
+			this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
+			this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
+			this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
+			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
+			renderer.clear();
+			this.fsQuad.render( renderer );
+
+			// 4. Apply Blur on Half res
+			this.fsQuad.material = this.separableBlurMaterial1;
+			this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
+			this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
+			this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness;
+			renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
+			renderer.clear();
+			this.fsQuad.render( renderer );
+			this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture;
+			this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
+			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
+			renderer.clear();
+			this.fsQuad.render( renderer );
+
+			// Apply Blur on quarter res
+			this.fsQuad.material = this.separableBlurMaterial2;
+			this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
+			this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
+			renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
+			renderer.clear();
+			this.fsQuad.render( renderer );
+			this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture;
+			this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
+			renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
+			renderer.clear();
+			this.fsQuad.render( renderer );
+
+			// Blend it additively over the input texture
+			this.fsQuad.material = this.overlayMaterial;
+			this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;
+			this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture;
+			this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture;
+			this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture;
+			this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
+			this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
+			this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
+
+
+			if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
+
+			renderer.setRenderTarget( readBuffer );
+			this.fsQuad.render( renderer );
+
+			renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
+			renderer.autoClear = oldAutoClear;
+
+		}
+
+		if ( this.renderToScreen ) {
+
+			this.fsQuad.material = this.materialCopy;
+			this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture;
+			renderer.setRenderTarget( null );
+			this.fsQuad.render( renderer );
+
+		}
+
+	},
+
+	getPrepareMaskMaterial: function () {
+
+		return new ShaderMaterial( {
+
+			uniforms: {
+				"depthTexture": { value: null },
+				"cameraNearFar": { value: new Vector2( 0.5, 0.5 ) },
+				"textureMatrix": { value: new Matrix4() }
+			},
+
+			vertexShader: [
+				'varying vec4 projTexCoord;',
+				'varying vec4 vPosition;',
+				'uniform mat4 textureMatrix;',
+
+				'void main() {',
+
+				'	vPosition = modelViewMatrix * vec4( position, 1.0 );',
+				'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
+				'	projTexCoord = textureMatrix * worldPosition;',
+				'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
+
+				'}'
+			].join( '\n' ),
+
+			fragmentShader: [
+				'#include <packing>',
+				'varying vec4 vPosition;',
+				'varying vec4 projTexCoord;',
+				'uniform sampler2D depthTexture;',
+				'uniform vec2 cameraNearFar;',
+
+				'void main() {',
+
+				'	float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
+				'	float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
+				'	float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
+				'	gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
+
+				'}'
+			].join( '\n' )
+
+		} );
+
+	},
+
+	getEdgeDetectionMaterial: function () {
+
+		return new ShaderMaterial( {
+
+			uniforms: {
+				"maskTexture": { value: null },
+				"texSize": { value: new Vector2( 0.5, 0.5 ) },
+				"visibleEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
+				"hiddenEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
+			},
+
+			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 vec2 texSize;\
+				uniform vec3 visibleEdgeColor;\
+				uniform vec3 hiddenEdgeColor;\
+				\
+				void main() {\n\
+					vec2 invSize = 1.0 / texSize;\
+					vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
+					vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
+					vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
+					vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
+					vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
+					float diff1 = (c1.r - c2.r)*0.5;\
+					float diff2 = (c3.r - c4.r)*0.5;\
+					float d = length( vec2(diff1, diff2) );\
+					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 ? visibleEdgeColor : hiddenEdgeColor;\
+					gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
+				}"
+		} );
+
+	},
+
+	getSeperableBlurMaterial: function ( maxRadius ) {
+
+		return new ShaderMaterial( {
+
+			defines: {
+				"MAX_RADIUS": maxRadius,
+			},
+
+			uniforms: {
+				"colorTexture": { value: null },
+				"texSize": { value: new Vector2( 0.5, 0.5 ) },
+				"direction": { value: new Vector2( 0.5, 0.5 ) },
+				"kernelRadius": { value: 1.0 }
+			},
+
+			vertexShader:
+				"varying vec2 vUv;\n\
+				void main() {\n\
+					vUv = uv;\n\
+					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
+				}",
+
+			fragmentShader:
+				"#include <common>\
+				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 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: AdditiveBlending,
+			depthTest: false,
+			depthWrite: false,
+			transparent: true
+		} );
+
+	}
+
+} );
+
+OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
+OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
+
+export { OutlinePass };

+ 2 - 0
utils/modularize.js

@@ -1,5 +1,6 @@
 /**
  * @author mrdoob / http://mrdoob.com/
+ * @author Mugen87 / https://github.com/Mugen87
  */
 
 var fs = require( 'fs' );
@@ -79,6 +80,7 @@ var files = [
 	{ path: 'postprocessing/GlitchPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'DigitalGlitch', path: 'shaders/DigitalGlitch.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/HalftonePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'HalftoneShader', path: 'shaders/HalftoneShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/MaskPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
+	{ path: 'postprocessing/OutlinePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/RenderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/SavePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/ShaderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },