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- /**
- * Luminosity
- * http://en.wikipedia.org/wiki/Luminosity
- */
- THREE.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' )
- };
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