OutlinePass.js 19 KB

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  1. /**
  2. * @author spidersharma / http://eduperiment.com/
  3. */
  4. import {
  5. AdditiveBlending,
  6. Color,
  7. DoubleSide,
  8. LinearFilter,
  9. Matrix4,
  10. MeshBasicMaterial,
  11. MeshDepthMaterial,
  12. NoBlending,
  13. RGBADepthPacking,
  14. RGBAFormat,
  15. ShaderMaterial,
  16. UniformsUtils,
  17. Vector2,
  18. Vector3,
  19. WebGLRenderTarget
  20. } from "../../../build/three.module.js";
  21. import { Pass } from "../postprocessing/Pass.js";
  22. import { CopyShader } from "../shaders/CopyShader.js";
  23. var OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
  24. this.renderScene = scene;
  25. this.renderCamera = camera;
  26. this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
  27. this.visibleEdgeColor = new Color( 1, 1, 1 );
  28. this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
  29. this.edgeGlow = 0.0;
  30. this.usePatternTexture = false;
  31. this.edgeThickness = 1.0;
  32. this.edgeStrength = 3.0;
  33. this.downSampleRatio = 2;
  34. this.pulsePeriod = 0;
  35. Pass.call( this );
  36. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  37. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  38. var resx = Math.round( this.resolution.x / this.downSampleRatio );
  39. var resy = Math.round( this.resolution.y / this.downSampleRatio );
  40. this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } );
  41. this.maskBufferMaterial.side = DoubleSide;
  42. this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
  43. this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
  44. this.renderTargetMaskBuffer.texture.generateMipmaps = false;
  45. this.depthMaterial = new MeshDepthMaterial();
  46. this.depthMaterial.side = DoubleSide;
  47. this.depthMaterial.depthPacking = RGBADepthPacking;
  48. this.depthMaterial.blending = NoBlending;
  49. this.prepareMaskMaterial = this.getPrepareMaskMaterial();
  50. this.prepareMaskMaterial.side = DoubleSide;
  51. this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
  52. this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
  53. this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
  54. this.renderTargetDepthBuffer.texture.generateMipmaps = false;
  55. this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
  56. this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
  57. this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
  58. this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
  59. this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
  60. this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
  61. this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
  62. this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
  63. this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
  64. this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
  65. this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars );
  66. this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
  67. this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
  68. this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
  69. this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
  70. this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
  71. var MAX_EDGE_THICKNESS = 4;
  72. var MAX_EDGE_GLOW = 4;
  73. this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
  74. this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy );
  75. this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
  76. this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
  77. this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  78. this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW;
  79. // Overlay material
  80. this.overlayMaterial = this.getOverlayMaterial();
  81. // copy material
  82. if ( CopyShader === undefined )
  83. console.error( "OutlinePass relies on CopyShader" );
  84. var copyShader = CopyShader;
  85. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  86. this.copyUniforms[ "opacity" ].value = 1.0;
  87. this.materialCopy = new ShaderMaterial( {
  88. uniforms: this.copyUniforms,
  89. vertexShader: copyShader.vertexShader,
  90. fragmentShader: copyShader.fragmentShader,
  91. blending: NoBlending,
  92. depthTest: false,
  93. depthWrite: false,
  94. transparent: true
  95. } );
  96. this.enabled = true;
  97. this.needsSwap = false;
  98. this.oldClearColor = new Color();
  99. this.oldClearAlpha = 1;
  100. this.fsQuad = new Pass.FullScreenQuad( null );
  101. this.tempPulseColor1 = new Color();
  102. this.tempPulseColor2 = new Color();
  103. this.textureMatrix = new Matrix4();
  104. function replaceDepthToViewZ( string, camera ) {
  105. var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
  106. return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
  107. }
  108. };
  109. OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
  110. constructor: OutlinePass,
  111. dispose: function () {
  112. this.renderTargetMaskBuffer.dispose();
  113. this.renderTargetDepthBuffer.dispose();
  114. this.renderTargetMaskDownSampleBuffer.dispose();
  115. this.renderTargetBlurBuffer1.dispose();
  116. this.renderTargetBlurBuffer2.dispose();
  117. this.renderTargetEdgeBuffer1.dispose();
  118. this.renderTargetEdgeBuffer2.dispose();
  119. },
  120. setSize: function ( width, height ) {
  121. this.renderTargetMaskBuffer.setSize( width, height );
  122. var resx = Math.round( width / this.downSampleRatio );
  123. var resy = Math.round( height / this.downSampleRatio );
  124. this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
  125. this.renderTargetBlurBuffer1.setSize( resx, resy );
  126. this.renderTargetEdgeBuffer1.setSize( resx, resy );
  127. this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy );
  128. resx = Math.round( resx / 2 );
  129. resy = Math.round( resy / 2 );
  130. this.renderTargetBlurBuffer2.setSize( resx, resy );
  131. this.renderTargetEdgeBuffer2.setSize( resx, resy );
  132. this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( resx, resy );
  133. },
  134. changeVisibilityOfSelectedObjects: function ( bVisible ) {
  135. function gatherSelectedMeshesCallBack( object ) {
  136. if ( object.isMesh ) {
  137. if ( bVisible ) {
  138. object.visible = object.userData.oldVisible;
  139. delete object.userData.oldVisible;
  140. } else {
  141. object.userData.oldVisible = object.visible;
  142. object.visible = bVisible;
  143. }
  144. }
  145. }
  146. for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
  147. var selectedObject = this.selectedObjects[ i ];
  148. selectedObject.traverse( gatherSelectedMeshesCallBack );
  149. }
  150. },
  151. changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
  152. var selectedMeshes = [];
  153. function gatherSelectedMeshesCallBack( object ) {
  154. if ( object.isMesh ) selectedMeshes.push( object );
  155. }
  156. for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
  157. var selectedObject = this.selectedObjects[ i ];
  158. selectedObject.traverse( gatherSelectedMeshesCallBack );
  159. }
  160. function VisibilityChangeCallBack( object ) {
  161. if ( object.isMesh || object.isLine || object.isSprite ) {
  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 ) {
  171. var visibility = object.visible;
  172. if ( ! bVisible || object.bVisible ) object.visible = bVisible;
  173. object.bVisible = visibility;
  174. }
  175. }
  176. }
  177. this.renderScene.traverse( VisibilityChangeCallBack );
  178. },
  179. updateTextureMatrix: function () {
  180. this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
  181. 0.0, 0.5, 0.0, 0.5,
  182. 0.0, 0.0, 0.5, 0.5,
  183. 0.0, 0.0, 0.0, 1.0 );
  184. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  185. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  186. },
  187. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  188. if ( this.selectedObjects.length > 0 ) {
  189. this.oldClearColor.copy( renderer.getClearColor() );
  190. this.oldClearAlpha = renderer.getClearAlpha();
  191. var oldAutoClear = renderer.autoClear;
  192. renderer.autoClear = false;
  193. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  194. renderer.setClearColor( 0xffffff, 1 );
  195. // Make selected objects invisible
  196. this.changeVisibilityOfSelectedObjects( false );
  197. var currentBackground = this.renderScene.background;
  198. this.renderScene.background = null;
  199. // 1. Draw Non Selected objects in the depth buffer
  200. this.renderScene.overrideMaterial = this.depthMaterial;
  201. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  202. renderer.clear();
  203. renderer.render( this.renderScene, this.renderCamera );
  204. // Make selected objects visible
  205. this.changeVisibilityOfSelectedObjects( true );
  206. // Update Texture Matrix for Depth compare
  207. this.updateTextureMatrix();
  208. // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  209. this.changeVisibilityOfNonSelectedObjects( false );
  210. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  211. this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new Vector2( this.renderCamera.near, this.renderCamera.far );
  212. this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
  213. this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
  214. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  215. renderer.clear();
  216. renderer.render( this.renderScene, this.renderCamera );
  217. this.renderScene.overrideMaterial = null;
  218. this.changeVisibilityOfNonSelectedObjects( true );
  219. this.renderScene.background = currentBackground;
  220. // 2. Downsample to Half resolution
  221. this.fsQuad.material = this.materialCopy;
  222. this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture;
  223. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  224. renderer.clear();
  225. this.fsQuad.render( renderer );
  226. this.tempPulseColor1.copy( this.visibleEdgeColor );
  227. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  228. if ( this.pulsePeriod > 0 ) {
  229. var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  230. this.tempPulseColor1.multiplyScalar( scalar );
  231. this.tempPulseColor2.multiplyScalar( scalar );
  232. }
  233. // 3. Apply Edge Detection Pass
  234. this.fsQuad.material = this.edgeDetectionMaterial;
  235. this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
  236. this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  237. this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
  238. this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
  239. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  240. renderer.clear();
  241. this.fsQuad.render( renderer );
  242. // 4. Apply Blur on Half res
  243. this.fsQuad.material = this.separableBlurMaterial1;
  244. this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
  245. this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
  246. this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness;
  247. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  248. renderer.clear();
  249. this.fsQuad.render( renderer );
  250. this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture;
  251. this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
  252. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  253. renderer.clear();
  254. this.fsQuad.render( renderer );
  255. // Apply Blur on quarter res
  256. this.fsQuad.material = this.separableBlurMaterial2;
  257. this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
  258. this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
  259. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  260. renderer.clear();
  261. this.fsQuad.render( renderer );
  262. this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture;
  263. this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
  264. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  265. renderer.clear();
  266. this.fsQuad.render( renderer );
  267. // Blend it additively over the input texture
  268. this.fsQuad.material = this.overlayMaterial;
  269. this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;
  270. this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture;
  271. this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture;
  272. this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture;
  273. this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
  274. this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
  275. this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
  276. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  277. renderer.setRenderTarget( readBuffer );
  278. this.fsQuad.render( renderer );
  279. renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
  280. renderer.autoClear = oldAutoClear;
  281. }
  282. if ( this.renderToScreen ) {
  283. this.fsQuad.material = this.materialCopy;
  284. this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture;
  285. renderer.setRenderTarget( null );
  286. this.fsQuad.render( renderer );
  287. }
  288. },
  289. getPrepareMaskMaterial: function () {
  290. return new ShaderMaterial( {
  291. uniforms: {
  292. "depthTexture": { value: null },
  293. "cameraNearFar": { value: new Vector2( 0.5, 0.5 ) },
  294. "textureMatrix": { value: new Matrix4() }
  295. },
  296. vertexShader: [
  297. 'varying vec4 projTexCoord;',
  298. 'varying vec4 vPosition;',
  299. 'uniform mat4 textureMatrix;',
  300. 'void main() {',
  301. ' vPosition = modelViewMatrix * vec4( position, 1.0 );',
  302. ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
  303. ' projTexCoord = textureMatrix * worldPosition;',
  304. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  305. '}'
  306. ].join( '\n' ),
  307. fragmentShader: [
  308. '#include <packing>',
  309. 'varying vec4 vPosition;',
  310. 'varying vec4 projTexCoord;',
  311. 'uniform sampler2D depthTexture;',
  312. 'uniform vec2 cameraNearFar;',
  313. 'void main() {',
  314. ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
  315. ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
  316. ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
  317. ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
  318. '}'
  319. ].join( '\n' )
  320. } );
  321. },
  322. getEdgeDetectionMaterial: function () {
  323. return new ShaderMaterial( {
  324. uniforms: {
  325. "maskTexture": { value: null },
  326. "texSize": { value: new Vector2( 0.5, 0.5 ) },
  327. "visibleEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
  328. "hiddenEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
  329. },
  330. vertexShader:
  331. "varying vec2 vUv;\n\
  332. void main() {\n\
  333. vUv = uv;\n\
  334. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  335. }",
  336. fragmentShader:
  337. "varying vec2 vUv;\
  338. uniform sampler2D maskTexture;\
  339. uniform vec2 texSize;\
  340. uniform vec3 visibleEdgeColor;\
  341. uniform vec3 hiddenEdgeColor;\
  342. \
  343. void main() {\n\
  344. vec2 invSize = 1.0 / texSize;\
  345. vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
  346. vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
  347. vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
  348. vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
  349. vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
  350. float diff1 = (c1.r - c2.r)*0.5;\
  351. float diff2 = (c3.r - c4.r)*0.5;\
  352. float d = length( vec2(diff1, diff2) );\
  353. float a1 = min(c1.g, c2.g);\
  354. float a2 = min(c3.g, c4.g);\
  355. float visibilityFactor = min(a1, a2);\
  356. vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
  357. gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
  358. }"
  359. } );
  360. },
  361. getSeperableBlurMaterial: function ( maxRadius ) {
  362. return new ShaderMaterial( {
  363. defines: {
  364. "MAX_RADIUS": maxRadius,
  365. },
  366. uniforms: {
  367. "colorTexture": { value: null },
  368. "texSize": { value: new Vector2( 0.5, 0.5 ) },
  369. "direction": { value: new Vector2( 0.5, 0.5 ) },
  370. "kernelRadius": { value: 1.0 }
  371. },
  372. vertexShader:
  373. "varying vec2 vUv;\n\
  374. void main() {\n\
  375. vUv = uv;\n\
  376. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  377. }",
  378. fragmentShader:
  379. "#include <common>\
  380. varying vec2 vUv;\
  381. uniform sampler2D colorTexture;\
  382. uniform vec2 texSize;\
  383. uniform vec2 direction;\
  384. uniform float kernelRadius;\
  385. \
  386. float gaussianPdf(in float x, in float sigma) {\
  387. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
  388. }\
  389. void main() {\
  390. vec2 invSize = 1.0 / texSize;\
  391. float weightSum = gaussianPdf(0.0, kernelRadius);\
  392. vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
  393. vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
  394. vec2 uvOffset = delta;\
  395. for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
  396. float w = gaussianPdf(uvOffset.x, kernelRadius);\
  397. vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
  398. vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
  399. diffuseSum += ((sample1 + sample2) * w);\
  400. weightSum += (2.0 * w);\
  401. uvOffset += delta;\
  402. }\
  403. gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
  404. }"
  405. } );
  406. },
  407. getOverlayMaterial: function () {
  408. return new ShaderMaterial( {
  409. uniforms: {
  410. "maskTexture": { value: null },
  411. "edgeTexture1": { value: null },
  412. "edgeTexture2": { value: null },
  413. "patternTexture": { value: null },
  414. "edgeStrength": { value: 1.0 },
  415. "edgeGlow": { value: 1.0 },
  416. "usePatternTexture": { value: 0.0 }
  417. },
  418. vertexShader:
  419. "varying vec2 vUv;\n\
  420. void main() {\n\
  421. vUv = uv;\n\
  422. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  423. }",
  424. fragmentShader:
  425. "varying vec2 vUv;\
  426. uniform sampler2D maskTexture;\
  427. uniform sampler2D edgeTexture1;\
  428. uniform sampler2D edgeTexture2;\
  429. uniform sampler2D patternTexture;\
  430. uniform float edgeStrength;\
  431. uniform float edgeGlow;\
  432. uniform bool usePatternTexture;\
  433. \
  434. void main() {\
  435. vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
  436. vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
  437. vec4 maskColor = texture2D(maskTexture, vUv);\
  438. vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
  439. float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
  440. vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
  441. vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
  442. if(usePatternTexture)\
  443. finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
  444. gl_FragColor = finalColor;\
  445. }",
  446. blending: AdditiveBlending,
  447. depthTest: false,
  448. depthWrite: false,
  449. transparent: true
  450. } );
  451. }
  452. } );
  453. OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
  454. OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
  455. export { OutlinePass };