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@@ -5,15 +5,15 @@
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*
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*
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* ShaderExtras currently contains:
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* ShaderExtras currently contains:
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*
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*
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- * screen
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- * convolution
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- * film
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- * bokeh
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+ * screen
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+ * convolution
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+ * film
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+ * bokeh
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* sepia
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* sepia
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- * dotscreen
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- * vignette
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+ * dotscreen
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+ * vignette
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* bleachbypass
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* bleachbypass
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- * basic
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+ * basic
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* dofmipmap
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* dofmipmap
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* focus
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* focus
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* triangleBlur
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* triangleBlur
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@@ -23,6 +23,7 @@
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* fxaa
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* fxaa
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* luminosity
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* luminosity
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* colorCorrection
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* colorCorrection
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+ * hueSaturation
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* normalmap
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* normalmap
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* ssao
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* ssao
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* colorify
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* colorify
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@@ -1336,6 +1337,74 @@ THREE.ShaderExtras = {
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},
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},
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+ /* -------------------------------------------------------------------------
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+ // Hue and saturation adjustment
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+ // https://github.com/evanw/glfx.js
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+ // hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
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+ // saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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+ ------------------------------------------------------------------------- */
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+
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+ 'hueSaturation': {
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+
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+ uniforms: {
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+
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+ "tDiffuse" : { type: "t", value: null },
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+ "hue" : { type: "f", value: 0 },
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+ "saturation" : { type: "f", value: 0 }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = uv;",
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+
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+
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+ "uniform sampler2D tDiffuse;",
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+ "uniform float hue;",
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+ "uniform float saturation;",
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "gl_FragColor = texture2D( tDiffuse, vUv );",
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+
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+ // hue
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+ "float angle = hue * 3.14159265;",
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+ "float s = sin(angle), c = cos(angle);",
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+ "vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
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+ "float len = length(gl_FragColor.rgb);",
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+ "gl_FragColor.rgb = vec3(",
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+ "dot(gl_FragColor.rgb, weights.xyz),",
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+ "dot(gl_FragColor.rgb, weights.zxy),",
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+ "dot(gl_FragColor.rgb, weights.yzx)",
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+ ");",
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+
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+ // saturation
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+ "float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
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+ "if (saturation > 0.0) {",
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+ "gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
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+ "} else {",
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+ "gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
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+ "}",
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+
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+ "}"
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+
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+ ].join("\n")
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+
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+ },
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+
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/* -------------------------------------------------------------------------
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/* -------------------------------------------------------------------------
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// Normal map shader
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// Normal map shader
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// - compute normals from heightmap
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// - compute normals from heightmap
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