/** * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] * - based on Nvidia example * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass */ var BleachBypassShader = { uniforms: { 'tDiffuse': { value: null }, 'opacity': { value: 1.0 } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ 'uniform float opacity;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 base = texture2D( tDiffuse, vUv );', ' vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );', ' float lum = dot( lumCoeff, base.rgb );', ' vec3 blend = vec3( lum );', ' float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );', ' vec3 result1 = 2.0 * base.rgb * blend;', ' vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );', ' vec3 newColor = mix( result1, result2, L );', ' float A2 = opacity * base.a;', ' vec3 mixRGB = A2 * newColor.rgb;', ' mixRGB += ( ( 1.0 - A2 ) * base.rgb );', ' gl_FragColor = vec4( mixRGB, base.a );', '}' ].join( '\n' ) }; export { BleachBypassShader };