OutlinePass.js 20 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. 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. this.renderTargetDepthBuffer.setSize( width, height );
  121. var resx = Math.round( width / this.downSampleRatio );
  122. var resy = Math.round( height / this.downSampleRatio );
  123. this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
  124. this.renderTargetBlurBuffer1.setSize( resx, resy );
  125. this.renderTargetEdgeBuffer1.setSize( resx, resy );
  126. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  127. resx = Math.round( resx / 2 );
  128. resy = Math.round( resy / 2 );
  129. this.renderTargetBlurBuffer2.setSize( resx, resy );
  130. this.renderTargetEdgeBuffer2.setSize( resx, resy );
  131. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
  132. },
  133. changeVisibilityOfSelectedObjects: function ( bVisible ) {
  134. var cache = this._visibilityCache;
  135. function gatherSelectedMeshesCallBack( object ) {
  136. if ( object.isMesh ) {
  137. if ( bVisible === true ) {
  138. object.visible = cache.get( object );
  139. } else {
  140. cache.set( object, object.visible );
  141. object.visible = bVisible;
  142. }
  143. }
  144. }
  145. for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
  146. var selectedObject = this.selectedObjects[ i ];
  147. selectedObject.traverse( gatherSelectedMeshesCallBack );
  148. }
  149. },
  150. changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
  151. var cache = this._visibilityCache;
  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.isSprite ) {
  162. // only meshes and sprites are supported by OutlinePass
  163. var bFound = false;
  164. for ( var i = 0; i < selectedMeshes.length; i ++ ) {
  165. var selectedObjectId = selectedMeshes[ i ].id;
  166. if ( selectedObjectId === object.id ) {
  167. bFound = true;
  168. break;
  169. }
  170. }
  171. if ( bFound === false ) {
  172. var visibility = object.visible;
  173. if ( bVisible === false || cache.get( object ) === true ) {
  174. object.visible = bVisible;
  175. }
  176. cache.set( object, visibility );
  177. }
  178. } else if ( object.isPoints || object.isLine ) {
  179. // the visibilty of points and lines is always set to false in order to
  180. // not affect the outline computation
  181. if ( bVisible === true ) {
  182. object.visible = cache.get( object ); // restore
  183. } else {
  184. cache.set( object, object.visible );
  185. object.visible = bVisible;
  186. }
  187. }
  188. }
  189. this.renderScene.traverse( VisibilityChangeCallBack );
  190. },
  191. updateTextureMatrix: function () {
  192. this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
  193. 0.0, 0.5, 0.0, 0.5,
  194. 0.0, 0.0, 0.5, 0.5,
  195. 0.0, 0.0, 0.0, 1.0 );
  196. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  197. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  198. },
  199. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  200. if ( this.selectedObjects.length > 0 ) {
  201. renderer.getClearColor( this._oldClearColor );
  202. this.oldClearAlpha = renderer.getClearAlpha();
  203. var oldAutoClear = renderer.autoClear;
  204. renderer.autoClear = false;
  205. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  206. renderer.setClearColor( 0xffffff, 1 );
  207. // Make selected objects invisible
  208. this.changeVisibilityOfSelectedObjects( false );
  209. var currentBackground = this.renderScene.background;
  210. this.renderScene.background = null;
  211. // 1. Draw Non Selected objects in the depth buffer
  212. this.renderScene.overrideMaterial = this.depthMaterial;
  213. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  214. renderer.clear();
  215. renderer.render( this.renderScene, this.renderCamera );
  216. // Make selected objects visible
  217. this.changeVisibilityOfSelectedObjects( true );
  218. this._visibilityCache.clear();
  219. // Update Texture Matrix for Depth compare
  220. this.updateTextureMatrix();
  221. // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  222. this.changeVisibilityOfNonSelectedObjects( false );
  223. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  224. this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
  225. this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
  226. this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
  227. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  228. renderer.clear();
  229. renderer.render( this.renderScene, this.renderCamera );
  230. this.renderScene.overrideMaterial = null;
  231. this.changeVisibilityOfNonSelectedObjects( true );
  232. this._visibilityCache.clear();
  233. this.renderScene.background = currentBackground;
  234. // 2. Downsample to Half resolution
  235. this.fsQuad.material = this.materialCopy;
  236. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
  237. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  238. renderer.clear();
  239. this.fsQuad.render( renderer );
  240. this.tempPulseColor1.copy( this.visibleEdgeColor );
  241. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  242. if ( this.pulsePeriod > 0 ) {
  243. var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  244. this.tempPulseColor1.multiplyScalar( scalar );
  245. this.tempPulseColor2.multiplyScalar( scalar );
  246. }
  247. // 3. Apply Edge Detection Pass
  248. this.fsQuad.material = this.edgeDetectionMaterial;
  249. this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
  250. this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  251. this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
  252. this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
  253. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  254. renderer.clear();
  255. this.fsQuad.render( renderer );
  256. // 4. Apply Blur on Half res
  257. this.fsQuad.material = this.separableBlurMaterial1;
  258. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  259. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  260. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
  261. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  262. renderer.clear();
  263. this.fsQuad.render( renderer );
  264. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
  265. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  266. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  267. renderer.clear();
  268. this.fsQuad.render( renderer );
  269. // Apply Blur on quarter res
  270. this.fsQuad.material = this.separableBlurMaterial2;
  271. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  272. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  273. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  274. renderer.clear();
  275. this.fsQuad.render( renderer );
  276. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
  277. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  278. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  279. renderer.clear();
  280. this.fsQuad.render( renderer );
  281. // Blend it additively over the input texture
  282. this.fsQuad.material = this.overlayMaterial;
  283. this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
  284. this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
  285. this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
  286. this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
  287. this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
  288. this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
  289. this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
  290. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  291. renderer.setRenderTarget( readBuffer );
  292. this.fsQuad.render( renderer );
  293. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  294. renderer.autoClear = oldAutoClear;
  295. }
  296. if ( this.renderToScreen ) {
  297. this.fsQuad.material = this.materialCopy;
  298. this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  299. renderer.setRenderTarget( null );
  300. this.fsQuad.render( renderer );
  301. }
  302. },
  303. getPrepareMaskMaterial: function () {
  304. return new ShaderMaterial( {
  305. uniforms: {
  306. 'depthTexture': { value: null },
  307. 'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
  308. 'textureMatrix': { value: null }
  309. },
  310. vertexShader: [
  311. '#include <morphtarget_pars_vertex>',
  312. '#include <skinning_pars_vertex>',
  313. 'varying vec4 projTexCoord;',
  314. 'varying vec4 vPosition;',
  315. 'uniform mat4 textureMatrix;',
  316. 'void main() {',
  317. ' #include <skinbase_vertex>',
  318. ' #include <begin_vertex>',
  319. ' #include <morphtarget_vertex>',
  320. ' #include <skinning_vertex>',
  321. ' #include <project_vertex>',
  322. ' vPosition = mvPosition;',
  323. ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
  324. ' projTexCoord = textureMatrix * worldPosition;',
  325. '}'
  326. ].join( '\n' ),
  327. fragmentShader: [
  328. '#include <packing>',
  329. 'varying vec4 vPosition;',
  330. 'varying vec4 projTexCoord;',
  331. 'uniform sampler2D depthTexture;',
  332. 'uniform vec2 cameraNearFar;',
  333. 'void main() {',
  334. ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
  335. ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
  336. ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
  337. ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
  338. '}'
  339. ].join( '\n' )
  340. } );
  341. },
  342. getEdgeDetectionMaterial: function () {
  343. return new ShaderMaterial( {
  344. uniforms: {
  345. 'maskTexture': { value: null },
  346. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  347. 'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  348. 'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  349. },
  350. vertexShader:
  351. 'varying vec2 vUv;\n\
  352. void main() {\n\
  353. vUv = uv;\n\
  354. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  355. }',
  356. fragmentShader:
  357. 'varying vec2 vUv;\
  358. uniform sampler2D maskTexture;\
  359. uniform vec2 texSize;\
  360. uniform vec3 visibleEdgeColor;\
  361. uniform vec3 hiddenEdgeColor;\
  362. \
  363. void main() {\n\
  364. vec2 invSize = 1.0 / texSize;\
  365. vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
  366. vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
  367. vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
  368. vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
  369. vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
  370. float diff1 = (c1.r - c2.r)*0.5;\
  371. float diff2 = (c3.r - c4.r)*0.5;\
  372. float d = length( vec2(diff1, diff2) );\
  373. float a1 = min(c1.g, c2.g);\
  374. float a2 = min(c3.g, c4.g);\
  375. float visibilityFactor = min(a1, a2);\
  376. vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
  377. gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
  378. }'
  379. } );
  380. },
  381. getSeperableBlurMaterial: function ( maxRadius ) {
  382. return new ShaderMaterial( {
  383. defines: {
  384. 'MAX_RADIUS': maxRadius,
  385. },
  386. uniforms: {
  387. 'colorTexture': { value: null },
  388. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  389. 'direction': { value: new Vector2( 0.5, 0.5 ) },
  390. 'kernelRadius': { value: 1.0 }
  391. },
  392. vertexShader:
  393. 'varying vec2 vUv;\n\
  394. void main() {\n\
  395. vUv = uv;\n\
  396. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  397. }',
  398. fragmentShader:
  399. '#include <common>\
  400. varying vec2 vUv;\
  401. uniform sampler2D colorTexture;\
  402. uniform vec2 texSize;\
  403. uniform vec2 direction;\
  404. uniform float kernelRadius;\
  405. \
  406. float gaussianPdf(in float x, in float sigma) {\
  407. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
  408. }\
  409. void main() {\
  410. vec2 invSize = 1.0 / texSize;\
  411. float weightSum = gaussianPdf(0.0, kernelRadius);\
  412. vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\
  413. vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
  414. vec2 uvOffset = delta;\
  415. for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
  416. float w = gaussianPdf(uvOffset.x, kernelRadius);\
  417. vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\
  418. vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\
  419. diffuseSum += ((sample1 + sample2) * w);\
  420. weightSum += (2.0 * w);\
  421. uvOffset += delta;\
  422. }\
  423. gl_FragColor = diffuseSum/weightSum;\
  424. }'
  425. } );
  426. },
  427. getOverlayMaterial: function () {
  428. return new ShaderMaterial( {
  429. uniforms: {
  430. 'maskTexture': { value: null },
  431. 'edgeTexture1': { value: null },
  432. 'edgeTexture2': { value: null },
  433. 'patternTexture': { value: null },
  434. 'edgeStrength': { value: 1.0 },
  435. 'edgeGlow': { value: 1.0 },
  436. 'usePatternTexture': { value: 0.0 }
  437. },
  438. vertexShader:
  439. 'varying vec2 vUv;\n\
  440. void main() {\n\
  441. vUv = uv;\n\
  442. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  443. }',
  444. fragmentShader:
  445. 'varying vec2 vUv;\
  446. uniform sampler2D maskTexture;\
  447. uniform sampler2D edgeTexture1;\
  448. uniform sampler2D edgeTexture2;\
  449. uniform sampler2D patternTexture;\
  450. uniform float edgeStrength;\
  451. uniform float edgeGlow;\
  452. uniform bool usePatternTexture;\
  453. \
  454. void main() {\
  455. vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
  456. vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
  457. vec4 maskColor = texture2D(maskTexture, vUv);\
  458. vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
  459. float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
  460. vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
  461. vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
  462. if(usePatternTexture)\
  463. finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
  464. gl_FragColor = finalColor;\
  465. }',
  466. blending: AdditiveBlending,
  467. depthTest: false,
  468. depthWrite: false,
  469. transparent: true
  470. } );
  471. }
  472. } );
  473. OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
  474. OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
  475. export { OutlinePass };