OutlinePass.js 19 KB

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  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. Pass.call( this );
  33. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  34. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  35. var resx = Math.round( this.resolution.x / this.downSampleRatio );
  36. var resy = Math.round( this.resolution.y / this.downSampleRatio );
  37. this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } );
  38. this.maskBufferMaterial.side = DoubleSide;
  39. this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
  40. this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
  41. this.renderTargetMaskBuffer.texture.generateMipmaps = false;
  42. this.depthMaterial = new MeshDepthMaterial();
  43. this.depthMaterial.side = DoubleSide;
  44. this.depthMaterial.depthPacking = RGBADepthPacking;
  45. this.depthMaterial.blending = NoBlending;
  46. this.prepareMaskMaterial = this.getPrepareMaskMaterial();
  47. this.prepareMaskMaterial.side = DoubleSide;
  48. this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
  49. this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
  50. this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
  51. this.renderTargetDepthBuffer.texture.generateMipmaps = false;
  52. this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
  53. this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
  54. this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
  55. this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
  56. this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
  57. this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
  58. this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
  59. this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
  60. this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
  61. this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
  62. this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars );
  63. this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
  64. this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
  65. this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
  66. this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
  67. this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
  68. var MAX_EDGE_THICKNESS = 4;
  69. var MAX_EDGE_GLOW = 4;
  70. this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
  71. this.separableBlurMaterial1.uniforms[ "texSize" ].value.set( resx, resy );
  72. this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
  73. this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
  74. this.separableBlurMaterial2.uniforms[ "texSize" ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  75. this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW;
  76. // Overlay material
  77. this.overlayMaterial = this.getOverlayMaterial();
  78. // copy material
  79. if ( CopyShader === undefined )
  80. console.error( "OutlinePass relies on CopyShader" );
  81. var copyShader = CopyShader;
  82. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  83. this.copyUniforms[ "opacity" ].value = 1.0;
  84. this.materialCopy = new ShaderMaterial( {
  85. uniforms: this.copyUniforms,
  86. vertexShader: copyShader.vertexShader,
  87. fragmentShader: copyShader.fragmentShader,
  88. blending: NoBlending,
  89. depthTest: false,
  90. depthWrite: false,
  91. transparent: true
  92. } );
  93. this.enabled = true;
  94. this.needsSwap = false;
  95. this.oldClearColor = new Color();
  96. this.oldClearAlpha = 1;
  97. this.fsQuad = new Pass.FullScreenQuad( null );
  98. this.tempPulseColor1 = new Color();
  99. this.tempPulseColor2 = new Color();
  100. this.textureMatrix = new Matrix4();
  101. function replaceDepthToViewZ( string, camera ) {
  102. var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
  103. return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
  104. }
  105. };
  106. OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
  107. constructor: OutlinePass,
  108. dispose: function () {
  109. this.renderTargetMaskBuffer.dispose();
  110. this.renderTargetDepthBuffer.dispose();
  111. this.renderTargetMaskDownSampleBuffer.dispose();
  112. this.renderTargetBlurBuffer1.dispose();
  113. this.renderTargetBlurBuffer2.dispose();
  114. this.renderTargetEdgeBuffer1.dispose();
  115. this.renderTargetEdgeBuffer2.dispose();
  116. },
  117. setSize: function ( width, height ) {
  118. this.renderTargetMaskBuffer.setSize( width, height );
  119. var resx = Math.round( width / this.downSampleRatio );
  120. var 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: function ( bVisible ) {
  132. function gatherSelectedMeshesCallBack( object ) {
  133. if ( object.isMesh ) {
  134. if ( bVisible ) {
  135. object.visible = object.userData.oldVisible;
  136. delete object.userData.oldVisible;
  137. } else {
  138. object.userData.oldVisible = object.visible;
  139. object.visible = bVisible;
  140. }
  141. }
  142. }
  143. for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
  144. var selectedObject = this.selectedObjects[ i ];
  145. selectedObject.traverse( gatherSelectedMeshesCallBack );
  146. }
  147. },
  148. changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
  149. var selectedMeshes = [];
  150. function gatherSelectedMeshesCallBack( object ) {
  151. if ( object.isMesh ) selectedMeshes.push( object );
  152. }
  153. for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
  154. var selectedObject = this.selectedObjects[ i ];
  155. selectedObject.traverse( gatherSelectedMeshesCallBack );
  156. }
  157. function VisibilityChangeCallBack( object ) {
  158. if ( object.isMesh || object.isLine || object.isSprite ) {
  159. var bFound = false;
  160. for ( var i = 0; i < selectedMeshes.length; i ++ ) {
  161. var selectedObjectId = selectedMeshes[ i ].id;
  162. if ( selectedObjectId === object.id ) {
  163. bFound = true;
  164. break;
  165. }
  166. }
  167. if ( ! bFound ) {
  168. var visibility = object.visible;
  169. if ( ! bVisible || object.bVisible ) object.visible = bVisible;
  170. object.bVisible = visibility;
  171. }
  172. }
  173. }
  174. this.renderScene.traverse( VisibilityChangeCallBack );
  175. },
  176. updateTextureMatrix: function () {
  177. this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
  178. 0.0, 0.5, 0.0, 0.5,
  179. 0.0, 0.0, 0.5, 0.5,
  180. 0.0, 0.0, 0.0, 1.0 );
  181. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  182. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  183. },
  184. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  185. if ( this.selectedObjects.length > 0 ) {
  186. this.oldClearColor.copy( renderer.getClearColor() );
  187. this.oldClearAlpha = renderer.getClearAlpha();
  188. var oldAutoClear = renderer.autoClear;
  189. renderer.autoClear = false;
  190. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  191. renderer.setClearColor( 0xffffff, 1 );
  192. // Make selected objects invisible
  193. this.changeVisibilityOfSelectedObjects( false );
  194. var currentBackground = this.renderScene.background;
  195. this.renderScene.background = null;
  196. // 1. Draw Non Selected objects in the depth buffer
  197. this.renderScene.overrideMaterial = this.depthMaterial;
  198. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  199. renderer.clear();
  200. renderer.render( this.renderScene, this.renderCamera );
  201. // Make selected objects visible
  202. this.changeVisibilityOfSelectedObjects( true );
  203. // Update Texture Matrix for Depth compare
  204. this.updateTextureMatrix();
  205. // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  206. this.changeVisibilityOfNonSelectedObjects( false );
  207. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  208. this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value.set( this.renderCamera.near, this.renderCamera.far );
  209. this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
  210. this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
  211. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  212. renderer.clear();
  213. renderer.render( this.renderScene, this.renderCamera );
  214. this.renderScene.overrideMaterial = null;
  215. this.changeVisibilityOfNonSelectedObjects( true );
  216. this.renderScene.background = currentBackground;
  217. // 2. Downsample to Half resolution
  218. this.fsQuad.material = this.materialCopy;
  219. this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture;
  220. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  221. renderer.clear();
  222. this.fsQuad.render( renderer );
  223. this.tempPulseColor1.copy( this.visibleEdgeColor );
  224. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  225. if ( this.pulsePeriod > 0 ) {
  226. var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  227. this.tempPulseColor1.multiplyScalar( scalar );
  228. this.tempPulseColor2.multiplyScalar( scalar );
  229. }
  230. // 3. Apply Edge Detection Pass
  231. this.fsQuad.material = this.edgeDetectionMaterial;
  232. this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
  233. this.edgeDetectionMaterial.uniforms[ "texSize" ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  234. this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
  235. this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
  236. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  237. renderer.clear();
  238. this.fsQuad.render( renderer );
  239. // 4. Apply Blur on Half res
  240. this.fsQuad.material = this.separableBlurMaterial1;
  241. this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
  242. this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
  243. this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness;
  244. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  245. renderer.clear();
  246. this.fsQuad.render( renderer );
  247. this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture;
  248. this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
  249. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  250. renderer.clear();
  251. this.fsQuad.render( renderer );
  252. // Apply Blur on quarter res
  253. this.fsQuad.material = this.separableBlurMaterial2;
  254. this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
  255. this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
  256. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  257. renderer.clear();
  258. this.fsQuad.render( renderer );
  259. this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture;
  260. this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
  261. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  262. renderer.clear();
  263. this.fsQuad.render( renderer );
  264. // Blend it additively over the input texture
  265. this.fsQuad.material = this.overlayMaterial;
  266. this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;
  267. this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture;
  268. this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture;
  269. this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture;
  270. this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
  271. this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
  272. this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
  273. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  274. renderer.setRenderTarget( readBuffer );
  275. this.fsQuad.render( renderer );
  276. renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
  277. renderer.autoClear = oldAutoClear;
  278. }
  279. if ( this.renderToScreen ) {
  280. this.fsQuad.material = this.materialCopy;
  281. this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture;
  282. renderer.setRenderTarget( null );
  283. this.fsQuad.render( renderer );
  284. }
  285. },
  286. getPrepareMaskMaterial: function () {
  287. return new ShaderMaterial( {
  288. uniforms: {
  289. "depthTexture": { value: null },
  290. "cameraNearFar": { value: new Vector2( 0.5, 0.5 ) },
  291. "textureMatrix": { value: null }
  292. },
  293. vertexShader: [
  294. '#include <morphtarget_pars_vertex>',
  295. '#include <skinning_pars_vertex>',
  296. 'varying vec4 projTexCoord;',
  297. 'varying vec4 vPosition;',
  298. 'uniform mat4 textureMatrix;',
  299. 'void main() {',
  300. ' #include <skinbase_vertex>',
  301. ' #include <begin_vertex>',
  302. ' #include <morphtarget_vertex>',
  303. ' #include <skinning_vertex>',
  304. ' #include <project_vertex>',
  305. ' vPosition = mvPosition;',
  306. ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
  307. ' projTexCoord = textureMatrix * worldPosition;',
  308. '}'
  309. ].join( '\n' ),
  310. fragmentShader: [
  311. '#include <packing>',
  312. 'varying vec4 vPosition;',
  313. 'varying vec4 projTexCoord;',
  314. 'uniform sampler2D depthTexture;',
  315. 'uniform vec2 cameraNearFar;',
  316. 'void main() {',
  317. ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
  318. ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
  319. ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
  320. ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
  321. '}'
  322. ].join( '\n' )
  323. } );
  324. },
  325. getEdgeDetectionMaterial: function () {
  326. return new ShaderMaterial( {
  327. uniforms: {
  328. "maskTexture": { value: null },
  329. "texSize": { value: new Vector2( 0.5, 0.5 ) },
  330. "visibleEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
  331. "hiddenEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
  332. },
  333. vertexShader:
  334. "varying vec2 vUv;\n\
  335. void main() {\n\
  336. vUv = uv;\n\
  337. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  338. }",
  339. fragmentShader:
  340. "varying vec2 vUv;\
  341. uniform sampler2D maskTexture;\
  342. uniform vec2 texSize;\
  343. uniform vec3 visibleEdgeColor;\
  344. uniform vec3 hiddenEdgeColor;\
  345. \
  346. void main() {\n\
  347. vec2 invSize = 1.0 / texSize;\
  348. vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
  349. vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
  350. vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
  351. vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
  352. vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
  353. float diff1 = (c1.r - c2.r)*0.5;\
  354. float diff2 = (c3.r - c4.r)*0.5;\
  355. float d = length( vec2(diff1, diff2) );\
  356. float a1 = min(c1.g, c2.g);\
  357. float a2 = min(c3.g, c4.g);\
  358. float visibilityFactor = min(a1, a2);\
  359. vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
  360. gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
  361. }"
  362. } );
  363. },
  364. getSeperableBlurMaterial: function ( maxRadius ) {
  365. return new ShaderMaterial( {
  366. defines: {
  367. "MAX_RADIUS": maxRadius,
  368. },
  369. uniforms: {
  370. "colorTexture": { value: null },
  371. "texSize": { value: new Vector2( 0.5, 0.5 ) },
  372. "direction": { value: new Vector2( 0.5, 0.5 ) },
  373. "kernelRadius": { value: 1.0 }
  374. },
  375. vertexShader:
  376. "varying vec2 vUv;\n\
  377. void main() {\n\
  378. vUv = uv;\n\
  379. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  380. }",
  381. fragmentShader:
  382. "#include <common>\
  383. varying vec2 vUv;\
  384. uniform sampler2D colorTexture;\
  385. uniform vec2 texSize;\
  386. uniform vec2 direction;\
  387. uniform float kernelRadius;\
  388. \
  389. float gaussianPdf(in float x, in float sigma) {\
  390. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
  391. }\
  392. void main() {\
  393. vec2 invSize = 1.0 / texSize;\
  394. float weightSum = gaussianPdf(0.0, kernelRadius);\
  395. vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\
  396. vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
  397. vec2 uvOffset = delta;\
  398. for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
  399. float w = gaussianPdf(uvOffset.x, kernelRadius);\
  400. vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\
  401. vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\
  402. diffuseSum += ((sample1 + sample2) * w);\
  403. weightSum += (2.0 * w);\
  404. uvOffset += delta;\
  405. }\
  406. gl_FragColor = diffuseSum/weightSum;\
  407. }"
  408. } );
  409. },
  410. getOverlayMaterial: function () {
  411. return new ShaderMaterial( {
  412. uniforms: {
  413. "maskTexture": { value: null },
  414. "edgeTexture1": { value: null },
  415. "edgeTexture2": { value: null },
  416. "patternTexture": { value: null },
  417. "edgeStrength": { value: 1.0 },
  418. "edgeGlow": { value: 1.0 },
  419. "usePatternTexture": { value: 0.0 }
  420. },
  421. vertexShader:
  422. "varying vec2 vUv;\n\
  423. void main() {\n\
  424. vUv = uv;\n\
  425. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  426. }",
  427. fragmentShader:
  428. "varying vec2 vUv;\
  429. uniform sampler2D maskTexture;\
  430. uniform sampler2D edgeTexture1;\
  431. uniform sampler2D edgeTexture2;\
  432. uniform sampler2D patternTexture;\
  433. uniform float edgeStrength;\
  434. uniform float edgeGlow;\
  435. uniform bool usePatternTexture;\
  436. \
  437. void main() {\
  438. vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
  439. vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
  440. vec4 maskColor = texture2D(maskTexture, vUv);\
  441. vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
  442. float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
  443. vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
  444. vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
  445. if(usePatternTexture)\
  446. finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
  447. gl_FragColor = finalColor;\
  448. }",
  449. blending: AdditiveBlending,
  450. depthTest: false,
  451. depthWrite: false,
  452. transparent: true
  453. } );
  454. }
  455. } );
  456. OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
  457. OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
  458. export { OutlinePass };