LUTPass.js 3.2 KB

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  1. ( function () {
  2. const LUTShader = {
  3. defines: {
  4. USE_3DTEXTURE: 1
  5. },
  6. uniforms: {
  7. lut3d: {
  8. value: null
  9. },
  10. lut: {
  11. value: null
  12. },
  13. lutSize: {
  14. value: 0
  15. },
  16. tDiffuse: {
  17. value: null
  18. },
  19. intensity: {
  20. value: 1.0
  21. }
  22. },
  23. vertexShader: /* glsl */`
  24. varying vec2 vUv;
  25. void main() {
  26. vUv = uv;
  27. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  28. }
  29. `,
  30. fragmentShader: /* glsl */`
  31. uniform float lutSize;
  32. #if USE_3DTEXTURE
  33. precision highp sampler3D;
  34. uniform sampler3D lut3d;
  35. #else
  36. uniform sampler2D lut;
  37. vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
  38. float sliceHeight = 1.0 / size;
  39. float yPixelHeight = 1.0 / ( size * size );
  40. // Get the slices on either side of the sample
  41. float slice = rgb.b * size;
  42. float interp = fract( slice );
  43. float slice0 = slice - interp;
  44. float centeredInterp = interp - 0.5;
  45. float slice1 = slice0 + sign( centeredInterp );
  46. // Pull y sample in by half a pixel in each direction to avoid color
  47. // bleeding from adjacent slices.
  48. float greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );
  49. vec2 uv0 = vec2(
  50. rgb.r,
  51. slice0 * sliceHeight + greenOffset
  52. );
  53. vec2 uv1 = vec2(
  54. rgb.r,
  55. slice1 * sliceHeight + greenOffset
  56. );
  57. vec3 sample0 = texture2D( tex, uv0 ).rgb;
  58. vec3 sample1 = texture2D( tex, uv1 ).rgb;
  59. return mix( sample0, sample1, abs( centeredInterp ) );
  60. }
  61. #endif
  62. varying vec2 vUv;
  63. uniform float intensity;
  64. uniform sampler2D tDiffuse;
  65. void main() {
  66. vec4 val = texture2D( tDiffuse, vUv );
  67. vec4 lutVal;
  68. // pull the sample in by half a pixel so the sample begins
  69. // at the center of the edge pixels.
  70. float pixelWidth = 1.0 / lutSize;
  71. float halfPixelWidth = 0.5 / lutSize;
  72. vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
  73. #if USE_3DTEXTURE
  74. lutVal = vec4( texture( lut3d, uvw ).rgb, val.a );
  75. #else
  76. lutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );
  77. #endif
  78. gl_FragColor = vec4( mix( val, lutVal, intensity ) );
  79. }
  80. `
  81. };
  82. class LUTPass extends THREE.ShaderPass {
  83. set lut( v ) {
  84. const material = this.material;
  85. if ( v !== this.lut ) {
  86. material.uniforms.lut3d.value = null;
  87. material.uniforms.lut.value = null;
  88. if ( v ) {
  89. const is3dTextureDefine = v.isData3DTexture ? 1 : 0;
  90. if ( is3dTextureDefine !== material.defines.USE_3DTEXTURE ) {
  91. material.defines.USE_3DTEXTURE = is3dTextureDefine;
  92. material.needsUpdate = true;
  93. }
  94. material.uniforms.lutSize.value = v.image.width;
  95. if ( v.isData3DTexture ) {
  96. material.uniforms.lut3d.value = v;
  97. } else {
  98. material.uniforms.lut.value = v;
  99. }
  100. }
  101. }
  102. }
  103. get lut() {
  104. return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
  105. }
  106. set intensity( v ) {
  107. this.material.uniforms.intensity.value = v;
  108. }
  109. get intensity() {
  110. return this.material.uniforms.intensity.value;
  111. }
  112. constructor( options = {} ) {
  113. super( LUTShader );
  114. this.lut = options.lut || null;
  115. this.intensity = 'intensity' in options ? options.intensity : 1;
  116. }
  117. }
  118. THREE.LUTPass = LUTPass;
  119. } )();