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- import { ShaderPass } from './ShaderPass.js';
- const LUTShader = {
- defines: {
- USE_3DTEXTURE: 1,
- },
- uniforms: {
- lut3d: { value: null },
- lut: { value: null },
- lutSize: { value: 0 },
- tDiffuse: { value: null },
- intensity: { value: 1.0 },
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- `,
- fragmentShader: /* glsl */`
- precision highp sampler3D;
- #if USE_3DTEXTURE
- uniform sampler3D lut3d;
- #else
- uniform sampler2D lut;
- uniform float lutSize;
- vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
- // clamp the sample in by half a pixel to avoid interpolation
- // artifacts between slices laid out next to each other.
- float halfPixelWidth = 0.5 / size;
- rgb.rg = clamp( rgb.rg, halfPixelWidth, 1.0 - halfPixelWidth );
- // green offset into a LUT layer
- float gOffset = rgb.g / size;
- vec2 uv1 = vec2( rgb.r, gOffset );
- vec2 uv2 = vec2( rgb.r, gOffset );
- // adjust b slice offset
- float bNormalized = size * rgb.b;
- float bSlice = min( floor( size * rgb.b ), size - 1.0 );
- float bMix = ( bNormalized - bSlice ) / size;
- // get the first lut slice and then the one to interpolate to
- float b1 = bSlice / size;
- float b2 = ( bSlice + 1.0 ) / size;
- uv1.y += b1;
- uv2.y += b2;
- vec3 sample1 = texture2D( tex, uv1 ).rgb;
- vec3 sample2 = texture2D( tex, uv2 ).rgb;
- return mix( sample1, sample2, bMix );
- }
- #endif
- varying vec2 vUv;
- uniform float intensity;
- uniform sampler2D tDiffuse;
- void main() {
- vec4 val = texture2D( tDiffuse, vUv );
- vec4 lutVal;
- #if USE_3DTEXTURE
- lutVal = vec4( texture( lut3d, val.rgb ).rgb, val.a );
- #else
- lutVal = vec4( lutLookup( lut, lutSize, val.rgb ), val.a );
- #endif
- gl_FragColor = mix( val, lutVal, intensity );
- }
- `,
- };
- class LUTPass extends ShaderPass {
- set lut( v ) {
- const material = this.material;
- if ( v !== this.lut ) {
- material.uniforms.lut3d.value = null;
- material.uniforms.lut.value = null;
- if ( v ) {
- const is3dTextureDefine = v.isDataTexture3D ? 1 : 0;
- if ( is3dTextureDefine !== material.defines.USE_3DTEXTURE ) {
- material.defines.USE_3DTEXTURE = is3dTextureDefine;
- material.needsUpdate = true;
- }
- if ( v.isDataTexture3D ) {
- material.uniforms.lut3d.value = v;
- } else {
- material.uniforms.lut.value = v;
- material.uniforms.lutSize.value = v.image.width;
- }
- }
- }
- }
- get lut() {
- return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
- }
- set intensity( v ) {
- this.material.uniforms.intensity.value = v;
- }
- get intensity() {
- return this.material.uniforms.intensity.value;
- }
- constructor( options = {} ) {
- super( LUTShader );
- this.lut = options.lut || null;
- this.intensity = 'intensity' in options ? options.intensity : 1;
- }
- }
- export { LUTPass };
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