OutlinePass.js 20 KB

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  1. ( function () {
  2. class OutlinePass extends THREE.Pass {
  3. constructor( resolution, scene, camera, selectedObjects ) {
  4. super();
  5. this.renderScene = scene;
  6. this.renderCamera = camera;
  7. this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
  8. this.visibleEdgeColor = new THREE.Color( 1, 1, 1 );
  9. this.hiddenEdgeColor = new THREE.Color( 0.1, 0.04, 0.02 );
  10. this.edgeGlow = 0.0;
  11. this.usePatternTexture = false;
  12. this.edgeThickness = 1.0;
  13. this.edgeStrength = 3.0;
  14. this.downSampleRatio = 2;
  15. this.pulsePeriod = 0;
  16. this._visibilityCache = new Map();
  17. this.resolution = resolution !== undefined ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
  18. const resx = Math.round( this.resolution.x / this.downSampleRatio );
  19. const resy = Math.round( this.resolution.y / this.downSampleRatio );
  20. this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y );
  21. this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
  22. this.renderTargetMaskBuffer.texture.generateMipmaps = false;
  23. this.depthMaterial = new THREE.MeshDepthMaterial();
  24. this.depthMaterial.side = THREE.DoubleSide;
  25. this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
  26. this.depthMaterial.blending = THREE.NoBlending;
  27. this.prepareMaskMaterial = this.getPrepareMaskMaterial();
  28. this.prepareMaskMaterial.side = THREE.DoubleSide;
  29. this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
  30. this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y );
  31. this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
  32. this.renderTargetDepthBuffer.texture.generateMipmaps = false;
  33. this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy );
  34. this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
  35. this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
  36. this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy );
  37. this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
  38. this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
  39. this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  40. this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
  41. this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
  42. this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
  43. this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy );
  44. this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
  45. this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
  46. this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  47. this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
  48. this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
  49. const MAX_EDGE_THICKNESS = 4;
  50. const MAX_EDGE_GLOW = 4;
  51. this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
  52. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  53. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
  54. this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
  55. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  56. this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW; // Overlay material
  57. this.overlayMaterial = this.getOverlayMaterial(); // copy material
  58. if ( THREE.CopyShader === undefined ) console.error( 'THREE.OutlinePass relies on THREE.CopyShader' );
  59. const copyShader = THREE.CopyShader;
  60. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  61. this.copyUniforms[ 'opacity' ].value = 1.0;
  62. this.materialCopy = new THREE.ShaderMaterial( {
  63. uniforms: this.copyUniforms,
  64. vertexShader: copyShader.vertexShader,
  65. fragmentShader: copyShader.fragmentShader,
  66. blending: THREE.NoBlending,
  67. depthTest: false,
  68. depthWrite: false,
  69. transparent: true
  70. } );
  71. this.enabled = true;
  72. this.needsSwap = false;
  73. this._oldClearColor = new THREE.Color();
  74. this.oldClearAlpha = 1;
  75. this.fsQuad = new THREE.FullScreenQuad( null );
  76. this.tempPulseColor1 = new THREE.Color();
  77. this.tempPulseColor2 = new THREE.Color();
  78. this.textureMatrix = new THREE.Matrix4();
  79. function replaceDepthToViewZ( string, camera ) {
  80. const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
  81. return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
  82. }
  83. }
  84. dispose() {
  85. this.renderTargetMaskBuffer.dispose();
  86. this.renderTargetDepthBuffer.dispose();
  87. this.renderTargetMaskDownSampleBuffer.dispose();
  88. this.renderTargetBlurBuffer1.dispose();
  89. this.renderTargetBlurBuffer2.dispose();
  90. this.renderTargetEdgeBuffer1.dispose();
  91. this.renderTargetEdgeBuffer2.dispose();
  92. this.depthMaterial.dispose();
  93. this.prepareMaskMaterial.dispose();
  94. this.edgeDetectionMaterial.dispose();
  95. this.separableBlurMaterial1.dispose();
  96. this.separableBlurMaterial2.dispose();
  97. this.overlayMaterial.dispose();
  98. this.materialCopy.dispose();
  99. this.fsQuad.dispose();
  100. }
  101. setSize( width, height ) {
  102. this.renderTargetMaskBuffer.setSize( width, height );
  103. this.renderTargetDepthBuffer.setSize( width, height );
  104. let resx = Math.round( width / this.downSampleRatio );
  105. let resy = Math.round( height / this.downSampleRatio );
  106. this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
  107. this.renderTargetBlurBuffer1.setSize( resx, resy );
  108. this.renderTargetEdgeBuffer1.setSize( resx, resy );
  109. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  110. resx = Math.round( resx / 2 );
  111. resy = Math.round( resy / 2 );
  112. this.renderTargetBlurBuffer2.setSize( resx, resy );
  113. this.renderTargetEdgeBuffer2.setSize( resx, resy );
  114. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
  115. }
  116. changeVisibilityOfSelectedObjects( bVisible ) {
  117. const cache = this._visibilityCache;
  118. function gatherSelectedMeshesCallBack( object ) {
  119. if ( object.isMesh ) {
  120. if ( bVisible === true ) {
  121. object.visible = cache.get( object );
  122. } else {
  123. cache.set( object, object.visible );
  124. object.visible = bVisible;
  125. }
  126. }
  127. }
  128. for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
  129. const selectedObject = this.selectedObjects[ i ];
  130. selectedObject.traverse( gatherSelectedMeshesCallBack );
  131. }
  132. }
  133. changeVisibilityOfNonSelectedObjects( bVisible ) {
  134. const cache = this._visibilityCache;
  135. const selectedMeshes = [];
  136. function gatherSelectedMeshesCallBack( object ) {
  137. if ( object.isMesh ) selectedMeshes.push( object );
  138. }
  139. for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
  140. const selectedObject = this.selectedObjects[ i ];
  141. selectedObject.traverse( gatherSelectedMeshesCallBack );
  142. }
  143. function VisibilityChangeCallBack( object ) {
  144. if ( object.isMesh || object.isSprite ) {
  145. // only meshes and sprites are supported by OutlinePass
  146. let bFound = false;
  147. for ( let i = 0; i < selectedMeshes.length; i ++ ) {
  148. const selectedObjectId = selectedMeshes[ i ].id;
  149. if ( selectedObjectId === object.id ) {
  150. bFound = true;
  151. break;
  152. }
  153. }
  154. if ( bFound === false ) {
  155. const visibility = object.visible;
  156. if ( bVisible === false || cache.get( object ) === true ) {
  157. object.visible = bVisible;
  158. }
  159. cache.set( object, visibility );
  160. }
  161. } else if ( object.isPoints || object.isLine ) {
  162. // the visibilty of points and lines is always set to false in order to
  163. // not affect the outline computation
  164. if ( bVisible === true ) {
  165. object.visible = cache.get( object ); // restore
  166. } else {
  167. cache.set( object, object.visible );
  168. object.visible = bVisible;
  169. }
  170. }
  171. }
  172. this.renderScene.traverse( VisibilityChangeCallBack );
  173. }
  174. updateTextureMatrix() {
  175. 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 );
  176. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  177. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  178. }
  179. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  180. if ( this.selectedObjects.length > 0 ) {
  181. renderer.getClearColor( this._oldClearColor );
  182. this.oldClearAlpha = renderer.getClearAlpha();
  183. const oldAutoClear = renderer.autoClear;
  184. renderer.autoClear = false;
  185. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  186. renderer.setClearColor( 0xffffff, 1 ); // Make selected objects invisible
  187. this.changeVisibilityOfSelectedObjects( false );
  188. const currentBackground = this.renderScene.background;
  189. this.renderScene.background = null; // 1. Draw Non Selected objects in the depth buffer
  190. this.renderScene.overrideMaterial = this.depthMaterial;
  191. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  192. renderer.clear();
  193. renderer.render( this.renderScene, this.renderCamera ); // Make selected objects visible
  194. this.changeVisibilityOfSelectedObjects( true );
  195. this._visibilityCache.clear(); // Update Texture Matrix for Depth compare
  196. this.updateTextureMatrix(); // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  197. this.changeVisibilityOfNonSelectedObjects( false );
  198. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  199. this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
  200. this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
  201. this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
  202. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  203. renderer.clear();
  204. renderer.render( this.renderScene, this.renderCamera );
  205. this.renderScene.overrideMaterial = null;
  206. this.changeVisibilityOfNonSelectedObjects( true );
  207. this._visibilityCache.clear();
  208. this.renderScene.background = currentBackground; // 2. Downsample to Half resolution
  209. this.fsQuad.material = this.materialCopy;
  210. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
  211. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  212. renderer.clear();
  213. this.fsQuad.render( renderer );
  214. this.tempPulseColor1.copy( this.visibleEdgeColor );
  215. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  216. if ( this.pulsePeriod > 0 ) {
  217. const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  218. this.tempPulseColor1.multiplyScalar( scalar );
  219. this.tempPulseColor2.multiplyScalar( scalar );
  220. } // 3. Apply Edge Detection THREE.Pass
  221. this.fsQuad.material = this.edgeDetectionMaterial;
  222. this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
  223. this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  224. this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
  225. this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
  226. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  227. renderer.clear();
  228. this.fsQuad.render( renderer ); // 4. Apply Blur on Half res
  229. this.fsQuad.material = this.separableBlurMaterial1;
  230. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  231. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  232. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
  233. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  234. renderer.clear();
  235. this.fsQuad.render( renderer );
  236. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
  237. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  238. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  239. renderer.clear();
  240. this.fsQuad.render( renderer ); // Apply Blur on quarter res
  241. this.fsQuad.material = this.separableBlurMaterial2;
  242. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  243. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  244. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  245. renderer.clear();
  246. this.fsQuad.render( renderer );
  247. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
  248. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  249. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  250. renderer.clear();
  251. this.fsQuad.render( renderer ); // Blend it additively over the input texture
  252. this.fsQuad.material = this.overlayMaterial;
  253. this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
  254. this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
  255. this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
  256. this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
  257. this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
  258. this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
  259. this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
  260. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  261. renderer.setRenderTarget( readBuffer );
  262. this.fsQuad.render( renderer );
  263. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  264. renderer.autoClear = oldAutoClear;
  265. }
  266. if ( this.renderToScreen ) {
  267. this.fsQuad.material = this.materialCopy;
  268. this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  269. renderer.setRenderTarget( null );
  270. this.fsQuad.render( renderer );
  271. }
  272. }
  273. getPrepareMaskMaterial() {
  274. return new THREE.ShaderMaterial( {
  275. uniforms: {
  276. 'depthTexture': {
  277. value: null
  278. },
  279. 'cameraNearFar': {
  280. value: new THREE.Vector2( 0.5, 0.5 )
  281. },
  282. 'textureMatrix': {
  283. value: null
  284. }
  285. },
  286. vertexShader: `#include <morphtarget_pars_vertex>
  287. #include <skinning_pars_vertex>
  288. varying vec4 projTexCoord;
  289. varying vec4 vPosition;
  290. uniform mat4 textureMatrix;
  291. void main() {
  292. #include <skinbase_vertex>
  293. #include <begin_vertex>
  294. #include <morphtarget_vertex>
  295. #include <skinning_vertex>
  296. #include <project_vertex>
  297. vPosition = mvPosition;
  298. vec4 worldPosition = vec4( transformed, 1.0 );
  299. #ifdef USE_INSTANCING
  300. worldPosition = instanceMatrix * worldPosition;
  301. #endif
  302. worldPosition = modelMatrix * worldPosition;
  303. projTexCoord = textureMatrix * worldPosition;
  304. }`,
  305. fragmentShader: `#include <packing>
  306. varying vec4 vPosition;
  307. varying vec4 projTexCoord;
  308. uniform sampler2D depthTexture;
  309. uniform vec2 cameraNearFar;
  310. void main() {
  311. float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
  312. float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
  313. float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
  314. gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
  315. }`
  316. } );
  317. }
  318. getEdgeDetectionMaterial() {
  319. return new THREE.ShaderMaterial( {
  320. uniforms: {
  321. 'maskTexture': {
  322. value: null
  323. },
  324. 'texSize': {
  325. value: new THREE.Vector2( 0.5, 0.5 )
  326. },
  327. 'visibleEdgeColor': {
  328. value: new THREE.Vector3( 1.0, 1.0, 1.0 )
  329. },
  330. 'hiddenEdgeColor': {
  331. value: new THREE.Vector3( 1.0, 1.0, 1.0 )
  332. }
  333. },
  334. vertexShader: `varying vec2 vUv;
  335. void main() {
  336. vUv = uv;
  337. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  338. }`,
  339. fragmentShader: `varying vec2 vUv;
  340. uniform sampler2D maskTexture;
  341. uniform vec2 texSize;
  342. uniform vec3 visibleEdgeColor;
  343. uniform vec3 hiddenEdgeColor;
  344. void main() {
  345. vec2 invSize = 1.0 / texSize;
  346. vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
  347. vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
  348. vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
  349. vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
  350. vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
  351. float diff1 = (c1.r - c2.r)*0.5;
  352. float diff2 = (c3.r - c4.r)*0.5;
  353. float d = length( vec2(diff1, diff2) );
  354. float a1 = min(c1.g, c2.g);
  355. float a2 = min(c3.g, c4.g);
  356. float visibilityFactor = min(a1, a2);
  357. vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
  358. gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
  359. }`
  360. } );
  361. }
  362. getSeperableBlurMaterial( maxRadius ) {
  363. return new THREE.ShaderMaterial( {
  364. defines: {
  365. 'MAX_RADIUS': maxRadius
  366. },
  367. uniforms: {
  368. 'colorTexture': {
  369. value: null
  370. },
  371. 'texSize': {
  372. value: new THREE.Vector2( 0.5, 0.5 )
  373. },
  374. 'direction': {
  375. value: new THREE.Vector2( 0.5, 0.5 )
  376. },
  377. 'kernelRadius': {
  378. value: 1.0
  379. }
  380. },
  381. vertexShader: `varying vec2 vUv;
  382. void main() {
  383. vUv = uv;
  384. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  385. }`,
  386. fragmentShader: `#include <common>
  387. varying vec2 vUv;
  388. uniform sampler2D colorTexture;
  389. uniform vec2 texSize;
  390. uniform vec2 direction;
  391. uniform float kernelRadius;
  392. float gaussianPdf(in float x, in float sigma) {
  393. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
  394. }
  395. void main() {
  396. vec2 invSize = 1.0 / texSize;
  397. float sigma = kernelRadius/2.0;
  398. float weightSum = gaussianPdf(0.0, sigma);
  399. vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
  400. vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
  401. vec2 uvOffset = delta;
  402. for( int i = 1; i <= MAX_RADIUS; i ++ ) {
  403. float x = kernelRadius * float(i) / float(MAX_RADIUS);
  404. float w = gaussianPdf(x, sigma);
  405. vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
  406. vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
  407. diffuseSum += ((sample1 + sample2) * w);
  408. weightSum += (2.0 * w);
  409. uvOffset += delta;
  410. }
  411. gl_FragColor = diffuseSum/weightSum;
  412. }`
  413. } );
  414. }
  415. getOverlayMaterial() {
  416. return new THREE.ShaderMaterial( {
  417. uniforms: {
  418. 'maskTexture': {
  419. value: null
  420. },
  421. 'edgeTexture1': {
  422. value: null
  423. },
  424. 'edgeTexture2': {
  425. value: null
  426. },
  427. 'patternTexture': {
  428. value: null
  429. },
  430. 'edgeStrength': {
  431. value: 1.0
  432. },
  433. 'edgeGlow': {
  434. value: 1.0
  435. },
  436. 'usePatternTexture': {
  437. value: 0.0
  438. }
  439. },
  440. vertexShader: `varying vec2 vUv;
  441. void main() {
  442. vUv = uv;
  443. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  444. }`,
  445. fragmentShader: `varying vec2 vUv;
  446. uniform sampler2D maskTexture;
  447. uniform sampler2D edgeTexture1;
  448. uniform sampler2D edgeTexture2;
  449. uniform sampler2D patternTexture;
  450. uniform float edgeStrength;
  451. uniform float edgeGlow;
  452. uniform bool usePatternTexture;
  453. void main() {
  454. vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
  455. vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
  456. vec4 maskColor = texture2D(maskTexture, vUv);
  457. vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
  458. float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
  459. vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
  460. vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
  461. if(usePatternTexture)
  462. finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
  463. gl_FragColor = finalColor;
  464. }`,
  465. blending: THREE.AdditiveBlending,
  466. depthTest: false,
  467. depthWrite: false,
  468. transparent: true
  469. } );
  470. }
  471. }
  472. OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
  473. OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
  474. THREE.OutlinePass = OutlinePass;
  475. } )();