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