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- ( function () {
- /**
- * Luminosity
- * http://en.wikipedia.org/wiki/Luminosity
- */
- var LuminosityHighPassShader = {
- shaderID: 'luminosityHighPass',
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'luminosityThreshold': {
- value: 1.0
- },
- 'smoothWidth': {
- value: 1.0
- },
- 'defaultColor': {
- value: new THREE.Color( 0x000000 )
- },
- 'defaultOpacity': {
- value: 0.0
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform sampler2D tDiffuse;', 'uniform vec3 defaultColor;', 'uniform float defaultOpacity;', 'uniform float luminosityThreshold;', 'uniform float smoothWidth;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' vec3 luma = vec3( 0.299, 0.587, 0.114 );', ' float v = dot( texel.xyz, luma );', ' vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );', ' float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );', ' gl_FragColor = mix( outputColor, texel, alpha );', '}' ].join( '\n' )
- };
- THREE.LuminosityHighPassShader = LuminosityHighPassShader;
- } )();
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