BleachBypassShader.js 1.2 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465
  1. /**
  2. * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
  3. * - based on Nvidia example
  4. * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
  5. */
  6. var BleachBypassShader = {
  7. uniforms: {
  8. "tDiffuse": { value: null },
  9. "opacity": { value: 1.0 }
  10. },
  11. vertexShader: [
  12. "varying vec2 vUv;",
  13. "void main() {",
  14. " vUv = uv;",
  15. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  16. "}"
  17. ].join( "\n" ),
  18. fragmentShader: [
  19. "uniform float opacity;",
  20. "uniform sampler2D tDiffuse;",
  21. "varying vec2 vUv;",
  22. "void main() {",
  23. " vec4 base = texture2D( tDiffuse, vUv );",
  24. " vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
  25. " float lum = dot( lumCoeff, base.rgb );",
  26. " vec3 blend = vec3( lum );",
  27. " float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
  28. " vec3 result1 = 2.0 * base.rgb * blend;",
  29. " vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
  30. " vec3 newColor = mix( result1, result2, L );",
  31. " float A2 = opacity * base.a;",
  32. " vec3 mixRGB = A2 * newColor.rgb;",
  33. " mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
  34. " gl_FragColor = vec4( mixRGB, base.a );",
  35. "}"
  36. ].join( "\n" )
  37. };
  38. export { BleachBypassShader };