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- /**
- * 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
- */
- THREE.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' )
- };
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