OutlinePass.js 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638
  1. import {
  2. AdditiveBlending,
  3. Color,
  4. DoubleSide,
  5. LinearFilter,
  6. Matrix4,
  7. MeshBasicMaterial,
  8. MeshDepthMaterial,
  9. NoBlending,
  10. RGBADepthPacking,
  11. RGBAFormat,
  12. ShaderMaterial,
  13. UniformsUtils,
  14. Vector2,
  15. Vector3,
  16. WebGLRenderTarget
  17. } from '../../../build/three.module.js';
  18. import { Pass } from '../postprocessing/Pass.js';
  19. import { CopyShader } from '../shaders/CopyShader.js';
  20. var OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
  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. Pass.call( this );
  34. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  35. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  36. var resx = Math.round( this.resolution.x / this.downSampleRatio );
  37. var resy = Math.round( this.resolution.y / this.downSampleRatio );
  38. this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } );
  39. this.maskBufferMaterial.side = DoubleSide;
  40. this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
  41. this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
  42. this.renderTargetMaskBuffer.texture.generateMipmaps = false;
  43. this.depthMaterial = new MeshDepthMaterial();
  44. this.depthMaterial.side = DoubleSide;
  45. this.depthMaterial.depthPacking = RGBADepthPacking;
  46. this.depthMaterial.blending = NoBlending;
  47. this.prepareMaskMaterial = this.getPrepareMaskMaterial();
  48. this.prepareMaskMaterial.side = DoubleSide;
  49. this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
  50. this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
  51. this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
  52. this.renderTargetDepthBuffer.texture.generateMipmaps = false;
  53. this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
  54. this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
  55. this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
  56. this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
  57. this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
  58. this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
  59. this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
  60. this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
  61. this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
  62. this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
  63. this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars );
  64. this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
  65. this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
  66. this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
  67. this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
  68. this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
  69. var MAX_EDGE_THICKNESS = 4;
  70. var MAX_EDGE_GLOW = 4;
  71. this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
  72. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  73. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
  74. this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
  75. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  76. this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
  77. // Overlay material
  78. this.overlayMaterial = this.getOverlayMaterial();
  79. // copy material
  80. if ( CopyShader === undefined )
  81. console.error( 'THREE.OutlinePass relies on CopyShader' );
  82. var copyShader = CopyShader;
  83. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  84. this.copyUniforms[ 'opacity' ].value = 1.0;
  85. this.materialCopy = new ShaderMaterial( {
  86. uniforms: this.copyUniforms,
  87. vertexShader: copyShader.vertexShader,
  88. fragmentShader: copyShader.fragmentShader,
  89. blending: NoBlending,
  90. depthTest: false,
  91. depthWrite: false,
  92. transparent: true
  93. } );
  94. this.enabled = true;
  95. this.needsSwap = false;
  96. this._oldClearColor = new Color();
  97. this.oldClearAlpha = 1;
  98. this.fsQuad = new Pass.FullScreenQuad( null );
  99. this.tempPulseColor1 = new Color();
  100. this.tempPulseColor2 = new Color();
  101. this.textureMatrix = new Matrix4();
  102. function replaceDepthToViewZ( string, camera ) {
  103. var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
  104. return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
  105. }
  106. };
  107. OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
  108. constructor: OutlinePass,
  109. dispose: function () {
  110. this.renderTargetMaskBuffer.dispose();
  111. this.renderTargetDepthBuffer.dispose();
  112. this.renderTargetMaskDownSampleBuffer.dispose();
  113. this.renderTargetBlurBuffer1.dispose();
  114. this.renderTargetBlurBuffer2.dispose();
  115. this.renderTargetEdgeBuffer1.dispose();
  116. this.renderTargetEdgeBuffer2.dispose();
  117. },
  118. setSize: function ( width, height ) {
  119. this.renderTargetMaskBuffer.setSize( width, height );
  120. var resx = Math.round( width / this.downSampleRatio );
  121. var resy = Math.round( height / this.downSampleRatio );
  122. this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
  123. this.renderTargetBlurBuffer1.setSize( resx, resy );
  124. this.renderTargetEdgeBuffer1.setSize( resx, resy );
  125. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  126. resx = Math.round( resx / 2 );
  127. resy = Math.round( resy / 2 );
  128. this.renderTargetBlurBuffer2.setSize( resx, resy );
  129. this.renderTargetEdgeBuffer2.setSize( resx, resy );
  130. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
  131. },
  132. changeVisibilityOfSelectedObjects: function ( bVisible ) {
  133. var cache = this._visibilityCache;
  134. function gatherSelectedMeshesCallBack( object ) {
  135. if ( object.isMesh ) {
  136. if ( bVisible === true ) {
  137. object.visible = cache.get( object );
  138. } else {
  139. cache.set( object, object.visible );
  140. object.visible = bVisible;
  141. }
  142. }
  143. }
  144. for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
  145. var selectedObject = this.selectedObjects[ i ];
  146. selectedObject.traverse( gatherSelectedMeshesCallBack );
  147. }
  148. },
  149. changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
  150. var cache = this._visibilityCache;
  151. var selectedMeshes = [];
  152. function gatherSelectedMeshesCallBack( object ) {
  153. if ( object.isMesh ) selectedMeshes.push( object );
  154. }
  155. for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
  156. var selectedObject = this.selectedObjects[ i ];
  157. selectedObject.traverse( gatherSelectedMeshesCallBack );
  158. }
  159. function VisibilityChangeCallBack( object ) {
  160. if ( object.isMesh || object.isSprite ) {
  161. // only meshes and sprites are supported by OutlinePass
  162. var bFound = false;
  163. for ( var i = 0; i < selectedMeshes.length; i ++ ) {
  164. var selectedObjectId = selectedMeshes[ i ].id;
  165. if ( selectedObjectId === object.id ) {
  166. bFound = true;
  167. break;
  168. }
  169. }
  170. if ( bFound === false ) {
  171. var visibility = object.visible;
  172. if ( bVisible === false || cache.get( object ) === true ) {
  173. object.visible = bVisible;
  174. }
  175. cache.set( object, visibility );
  176. }
  177. } else if ( object.isPoints || object.isLine ) {
  178. // the visibilty of points and lines is always set to false in order to
  179. // not affect the outline computation
  180. if ( bVisible === true ) {
  181. object.visible = cache.get( object ); // restore
  182. } else {
  183. cache.set( object, object.visible );
  184. object.visible = bVisible;
  185. }
  186. }
  187. }
  188. this.renderScene.traverse( VisibilityChangeCallBack );
  189. },
  190. updateTextureMatrix: function () {
  191. this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
  192. 0.0, 0.5, 0.0, 0.5,
  193. 0.0, 0.0, 0.5, 0.5,
  194. 0.0, 0.0, 0.0, 1.0 );
  195. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  196. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  197. },
  198. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  199. if ( this.selectedObjects.length > 0 ) {
  200. renderer.getClearColor( this._oldClearColor );
  201. this.oldClearAlpha = renderer.getClearAlpha();
  202. var oldAutoClear = renderer.autoClear;
  203. renderer.autoClear = false;
  204. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  205. renderer.setClearColor( 0xffffff, 1 );
  206. // Make selected objects invisible
  207. this.changeVisibilityOfSelectedObjects( false );
  208. var currentBackground = this.renderScene.background;
  209. this.renderScene.background = null;
  210. // 1. Draw Non Selected objects in the depth buffer
  211. this.renderScene.overrideMaterial = this.depthMaterial;
  212. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  213. renderer.clear();
  214. renderer.render( this.renderScene, this.renderCamera );
  215. // Make selected objects visible
  216. this.changeVisibilityOfSelectedObjects( true );
  217. this._visibilityCache.clear();
  218. // Update Texture Matrix for Depth compare
  219. this.updateTextureMatrix();
  220. // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  221. this.changeVisibilityOfNonSelectedObjects( false );
  222. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  223. this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
  224. this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
  225. this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
  226. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  227. renderer.clear();
  228. renderer.render( this.renderScene, this.renderCamera );
  229. this.renderScene.overrideMaterial = null;
  230. this.changeVisibilityOfNonSelectedObjects( true );
  231. this._visibilityCache.clear();
  232. this.renderScene.background = currentBackground;
  233. // 2. Downsample to Half resolution
  234. this.fsQuad.material = this.materialCopy;
  235. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
  236. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  237. renderer.clear();
  238. this.fsQuad.render( renderer );
  239. this.tempPulseColor1.copy( this.visibleEdgeColor );
  240. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  241. if ( this.pulsePeriod > 0 ) {
  242. var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  243. this.tempPulseColor1.multiplyScalar( scalar );
  244. this.tempPulseColor2.multiplyScalar( scalar );
  245. }
  246. // 3. Apply Edge Detection Pass
  247. this.fsQuad.material = this.edgeDetectionMaterial;
  248. this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
  249. this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  250. this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
  251. this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
  252. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  253. renderer.clear();
  254. this.fsQuad.render( renderer );
  255. // 4. Apply Blur on Half res
  256. this.fsQuad.material = this.separableBlurMaterial1;
  257. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  258. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  259. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
  260. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  261. renderer.clear();
  262. this.fsQuad.render( renderer );
  263. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
  264. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  265. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  266. renderer.clear();
  267. this.fsQuad.render( renderer );
  268. // Apply Blur on quarter res
  269. this.fsQuad.material = this.separableBlurMaterial2;
  270. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  271. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  272. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  273. renderer.clear();
  274. this.fsQuad.render( renderer );
  275. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
  276. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  277. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  278. renderer.clear();
  279. this.fsQuad.render( renderer );
  280. // Blend it additively over the input texture
  281. this.fsQuad.material = this.overlayMaterial;
  282. this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
  283. this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
  284. this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
  285. this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
  286. this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
  287. this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
  288. this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
  289. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  290. renderer.setRenderTarget( readBuffer );
  291. this.fsQuad.render( renderer );
  292. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  293. renderer.autoClear = oldAutoClear;
  294. }
  295. if ( this.renderToScreen ) {
  296. this.fsQuad.material = this.materialCopy;
  297. this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  298. renderer.setRenderTarget( null );
  299. this.fsQuad.render( renderer );
  300. }
  301. },
  302. getPrepareMaskMaterial: function () {
  303. return new ShaderMaterial( {
  304. uniforms: {
  305. 'depthTexture': { value: null },
  306. 'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
  307. 'textureMatrix': { value: null }
  308. },
  309. vertexShader: [
  310. '#include <morphtarget_pars_vertex>',
  311. '#include <skinning_pars_vertex>',
  312. 'varying vec4 projTexCoord;',
  313. 'varying vec4 vPosition;',
  314. 'uniform mat4 textureMatrix;',
  315. 'void main() {',
  316. ' #include <skinbase_vertex>',
  317. ' #include <begin_vertex>',
  318. ' #include <morphtarget_vertex>',
  319. ' #include <skinning_vertex>',
  320. ' #include <project_vertex>',
  321. ' vPosition = mvPosition;',
  322. ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
  323. ' projTexCoord = textureMatrix * worldPosition;',
  324. '}'
  325. ].join( '\n' ),
  326. fragmentShader: [
  327. '#include <packing>',
  328. 'varying vec4 vPosition;',
  329. 'varying vec4 projTexCoord;',
  330. 'uniform sampler2D depthTexture;',
  331. 'uniform vec2 cameraNearFar;',
  332. 'void main() {',
  333. ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
  334. ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
  335. ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
  336. ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
  337. '}'
  338. ].join( '\n' )
  339. } );
  340. },
  341. getEdgeDetectionMaterial: function () {
  342. return new ShaderMaterial( {
  343. uniforms: {
  344. 'maskTexture': { value: null },
  345. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  346. 'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  347. 'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  348. },
  349. vertexShader:
  350. 'varying vec2 vUv;\n\
  351. void main() {\n\
  352. vUv = uv;\n\
  353. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  354. }',
  355. fragmentShader:
  356. 'varying vec2 vUv;\
  357. uniform sampler2D maskTexture;\
  358. uniform vec2 texSize;\
  359. uniform vec3 visibleEdgeColor;\
  360. uniform vec3 hiddenEdgeColor;\
  361. \
  362. void main() {\n\
  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: function ( 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;\n\
  393. void main() {\n\
  394. vUv = uv;\n\
  395. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  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. \
  405. float gaussianPdf(in float x, in float sigma) {\
  406. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
  407. }\
  408. void main() {\
  409. vec2 invSize = 1.0 / texSize;\
  410. float weightSum = gaussianPdf(0.0, kernelRadius);\
  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 w = gaussianPdf(uvOffset.x, kernelRadius);\
  416. vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\
  417. vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\
  418. diffuseSum += ((sample1 + sample2) * w);\
  419. weightSum += (2.0 * w);\
  420. uvOffset += delta;\
  421. }\
  422. gl_FragColor = diffuseSum/weightSum;\
  423. }'
  424. } );
  425. },
  426. getOverlayMaterial: function () {
  427. return new ShaderMaterial( {
  428. uniforms: {
  429. 'maskTexture': { value: null },
  430. 'edgeTexture1': { value: null },
  431. 'edgeTexture2': { value: null },
  432. 'patternTexture': { value: null },
  433. 'edgeStrength': { value: 1.0 },
  434. 'edgeGlow': { value: 1.0 },
  435. 'usePatternTexture': { value: 0.0 }
  436. },
  437. vertexShader:
  438. 'varying vec2 vUv;\n\
  439. void main() {\n\
  440. vUv = uv;\n\
  441. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  442. }',
  443. fragmentShader:
  444. 'varying vec2 vUv;\
  445. uniform sampler2D maskTexture;\
  446. uniform sampler2D edgeTexture1;\
  447. uniform sampler2D edgeTexture2;\
  448. uniform sampler2D patternTexture;\
  449. uniform float edgeStrength;\
  450. uniform float edgeGlow;\
  451. uniform bool usePatternTexture;\
  452. \
  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 };