OutlinePass.js 20 KB

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