OutlinePass.js 20 KB

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  1. ( function () {
  2. class OutlinePass extends THREE.Pass {
  3. constructor( resolution, scene, camera, selectedObjects ) {
  4. super();
  5. this.renderScene = scene;
  6. this.renderCamera = camera;
  7. this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
  8. this.visibleEdgeColor = new THREE.Color( 1, 1, 1 );
  9. this.hiddenEdgeColor = new THREE.Color( 0.1, 0.04, 0.02 );
  10. this.edgeGlow = 0.0;
  11. this.usePatternTexture = false;
  12. this.edgeThickness = 1.0;
  13. this.edgeStrength = 3.0;
  14. this.downSampleRatio = 2;
  15. this.pulsePeriod = 0;
  16. this._visibilityCache = new Map();
  17. this.resolution = resolution !== undefined ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
  18. const resx = Math.round( this.resolution.x / this.downSampleRatio );
  19. const resy = Math.round( this.resolution.y / this.downSampleRatio );
  20. this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y );
  21. this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
  22. this.renderTargetMaskBuffer.texture.generateMipmaps = false;
  23. this.depthMaterial = new THREE.MeshDepthMaterial();
  24. this.depthMaterial.side = THREE.DoubleSide;
  25. this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
  26. this.depthMaterial.blending = THREE.NoBlending;
  27. this.prepareMaskMaterial = this.getPrepareMaskMaterial();
  28. this.prepareMaskMaterial.side = THREE.DoubleSide;
  29. this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
  30. this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y );
  31. this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
  32. this.renderTargetDepthBuffer.texture.generateMipmaps = false;
  33. this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy );
  34. this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
  35. this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
  36. this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy );
  37. this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
  38. this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
  39. this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  40. this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
  41. this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
  42. this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
  43. this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy );
  44. this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
  45. this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
  46. this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  47. this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
  48. this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
  49. const MAX_EDGE_THICKNESS = 4;
  50. const MAX_EDGE_GLOW = 4;
  51. this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
  52. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  53. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
  54. this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
  55. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  56. this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
  57. // Overlay material
  58. this.overlayMaterial = this.getOverlayMaterial();
  59. // copy material
  60. if ( THREE.CopyShader === undefined ) console.error( 'THREE.OutlinePass relies on THREE.CopyShader' );
  61. const copyShader = THREE.CopyShader;
  62. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  63. this.copyUniforms[ 'opacity' ].value = 1.0;
  64. this.materialCopy = new THREE.ShaderMaterial( {
  65. uniforms: this.copyUniforms,
  66. vertexShader: copyShader.vertexShader,
  67. fragmentShader: copyShader.fragmentShader,
  68. blending: THREE.NoBlending,
  69. depthTest: false,
  70. depthWrite: false,
  71. transparent: true
  72. } );
  73. this.enabled = true;
  74. this.needsSwap = false;
  75. this._oldClearColor = new THREE.Color();
  76. this.oldClearAlpha = 1;
  77. this.fsQuad = new THREE.FullScreenQuad( null );
  78. this.tempPulseColor1 = new THREE.Color();
  79. this.tempPulseColor2 = new THREE.Color();
  80. this.textureMatrix = new THREE.Matrix4();
  81. function replaceDepthToViewZ( string, camera ) {
  82. const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
  83. return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
  84. }
  85. }
  86. dispose() {
  87. this.renderTargetMaskBuffer.dispose();
  88. this.renderTargetDepthBuffer.dispose();
  89. this.renderTargetMaskDownSampleBuffer.dispose();
  90. this.renderTargetBlurBuffer1.dispose();
  91. this.renderTargetBlurBuffer2.dispose();
  92. this.renderTargetEdgeBuffer1.dispose();
  93. this.renderTargetEdgeBuffer2.dispose();
  94. this.depthMaterial.dispose();
  95. this.prepareMaskMaterial.dispose();
  96. this.edgeDetectionMaterial.dispose();
  97. this.separableBlurMaterial1.dispose();
  98. this.separableBlurMaterial2.dispose();
  99. this.overlayMaterial.dispose();
  100. this.materialCopy.dispose();
  101. this.fsQuad.dispose();
  102. }
  103. setSize( width, height ) {
  104. this.renderTargetMaskBuffer.setSize( width, height );
  105. this.renderTargetDepthBuffer.setSize( width, height );
  106. let resx = Math.round( width / this.downSampleRatio );
  107. let resy = Math.round( height / this.downSampleRatio );
  108. this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
  109. this.renderTargetBlurBuffer1.setSize( resx, resy );
  110. this.renderTargetEdgeBuffer1.setSize( resx, resy );
  111. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  112. resx = Math.round( resx / 2 );
  113. resy = Math.round( resy / 2 );
  114. this.renderTargetBlurBuffer2.setSize( resx, resy );
  115. this.renderTargetEdgeBuffer2.setSize( resx, resy );
  116. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
  117. }
  118. changeVisibilityOfSelectedObjects( bVisible ) {
  119. const cache = this._visibilityCache;
  120. function gatherSelectedMeshesCallBack( object ) {
  121. if ( object.isMesh ) {
  122. if ( bVisible === true ) {
  123. object.visible = cache.get( object );
  124. } else {
  125. cache.set( object, object.visible );
  126. object.visible = bVisible;
  127. }
  128. }
  129. }
  130. for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
  131. const selectedObject = this.selectedObjects[ i ];
  132. selectedObject.traverse( gatherSelectedMeshesCallBack );
  133. }
  134. }
  135. changeVisibilityOfNonSelectedObjects( bVisible ) {
  136. const cache = this._visibilityCache;
  137. const selectedMeshes = [];
  138. function gatherSelectedMeshesCallBack( object ) {
  139. if ( object.isMesh ) selectedMeshes.push( object );
  140. }
  141. for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
  142. const selectedObject = this.selectedObjects[ i ];
  143. selectedObject.traverse( gatherSelectedMeshesCallBack );
  144. }
  145. function VisibilityChangeCallBack( object ) {
  146. if ( object.isMesh || object.isSprite ) {
  147. // only meshes and sprites are supported by OutlinePass
  148. let bFound = false;
  149. for ( let i = 0; i < selectedMeshes.length; i ++ ) {
  150. const selectedObjectId = selectedMeshes[ i ].id;
  151. if ( selectedObjectId === object.id ) {
  152. bFound = true;
  153. break;
  154. }
  155. }
  156. if ( bFound === false ) {
  157. const visibility = object.visible;
  158. if ( bVisible === false || cache.get( object ) === true ) {
  159. object.visible = bVisible;
  160. }
  161. cache.set( object, visibility );
  162. }
  163. } else if ( object.isPoints || object.isLine ) {
  164. // the visibilty of points and lines is always set to false in order to
  165. // not affect the outline computation
  166. if ( bVisible === true ) {
  167. object.visible = cache.get( object ); // restore
  168. } else {
  169. cache.set( object, object.visible );
  170. object.visible = bVisible;
  171. }
  172. }
  173. }
  174. this.renderScene.traverse( VisibilityChangeCallBack );
  175. }
  176. updateTextureMatrix() {
  177. this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 );
  178. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  179. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  180. }
  181. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  182. if ( this.selectedObjects.length > 0 ) {
  183. renderer.getClearColor( this._oldClearColor );
  184. this.oldClearAlpha = renderer.getClearAlpha();
  185. const oldAutoClear = renderer.autoClear;
  186. renderer.autoClear = false;
  187. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  188. renderer.setClearColor( 0xffffff, 1 );
  189. // Make selected objects invisible
  190. this.changeVisibilityOfSelectedObjects( false );
  191. const currentBackground = this.renderScene.background;
  192. this.renderScene.background = null;
  193. // 1. Draw Non Selected objects in the depth buffer
  194. this.renderScene.overrideMaterial = this.depthMaterial;
  195. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  196. renderer.clear();
  197. renderer.render( this.renderScene, this.renderCamera );
  198. // Make selected objects visible
  199. this.changeVisibilityOfSelectedObjects( true );
  200. this._visibilityCache.clear();
  201. // Update Texture Matrix for Depth compare
  202. this.updateTextureMatrix();
  203. // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  204. this.changeVisibilityOfNonSelectedObjects( false );
  205. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  206. this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
  207. this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
  208. this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
  209. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  210. renderer.clear();
  211. renderer.render( this.renderScene, this.renderCamera );
  212. this.renderScene.overrideMaterial = null;
  213. this.changeVisibilityOfNonSelectedObjects( true );
  214. this._visibilityCache.clear();
  215. this.renderScene.background = currentBackground;
  216. // 2. Downsample to Half resolution
  217. this.fsQuad.material = this.materialCopy;
  218. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
  219. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  220. renderer.clear();
  221. this.fsQuad.render( renderer );
  222. this.tempPulseColor1.copy( this.visibleEdgeColor );
  223. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  224. if ( this.pulsePeriod > 0 ) {
  225. const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  226. this.tempPulseColor1.multiplyScalar( scalar );
  227. this.tempPulseColor2.multiplyScalar( scalar );
  228. }
  229. // 3. Apply Edge Detection THREE.Pass
  230. this.fsQuad.material = this.edgeDetectionMaterial;
  231. this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
  232. this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  233. this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
  234. this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
  235. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  236. renderer.clear();
  237. this.fsQuad.render( renderer );
  238. // 4. Apply Blur on Half res
  239. this.fsQuad.material = this.separableBlurMaterial1;
  240. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  241. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  242. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
  243. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  244. renderer.clear();
  245. this.fsQuad.render( renderer );
  246. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
  247. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  248. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  249. renderer.clear();
  250. this.fsQuad.render( renderer );
  251. // Apply Blur on quarter res
  252. this.fsQuad.material = this.separableBlurMaterial2;
  253. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  254. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  255. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  256. renderer.clear();
  257. this.fsQuad.render( renderer );
  258. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
  259. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  260. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  261. renderer.clear();
  262. this.fsQuad.render( renderer );
  263. // Blend it additively over the input texture
  264. this.fsQuad.material = this.overlayMaterial;
  265. this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
  266. this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
  267. this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
  268. this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
  269. this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
  270. this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
  271. this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
  272. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  273. renderer.setRenderTarget( readBuffer );
  274. this.fsQuad.render( renderer );
  275. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  276. renderer.autoClear = oldAutoClear;
  277. }
  278. if ( this.renderToScreen ) {
  279. this.fsQuad.material = this.materialCopy;
  280. this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  281. renderer.setRenderTarget( null );
  282. this.fsQuad.render( renderer );
  283. }
  284. }
  285. getPrepareMaskMaterial() {
  286. return new THREE.ShaderMaterial( {
  287. uniforms: {
  288. 'depthTexture': {
  289. value: null
  290. },
  291. 'cameraNearFar': {
  292. value: new THREE.Vector2( 0.5, 0.5 )
  293. },
  294. 'textureMatrix': {
  295. value: null
  296. }
  297. },
  298. vertexShader: `#include <morphtarget_pars_vertex>
  299. #include <skinning_pars_vertex>
  300. varying vec4 projTexCoord;
  301. varying vec4 vPosition;
  302. uniform mat4 textureMatrix;
  303. void main() {
  304. #include <skinbase_vertex>
  305. #include <begin_vertex>
  306. #include <morphtarget_vertex>
  307. #include <skinning_vertex>
  308. #include <project_vertex>
  309. vPosition = mvPosition;
  310. vec4 worldPosition = vec4( transformed, 1.0 );
  311. #ifdef USE_INSTANCING
  312. worldPosition = instanceMatrix * worldPosition;
  313. #endif
  314. worldPosition = modelMatrix * worldPosition;
  315. projTexCoord = textureMatrix * worldPosition;
  316. }`,
  317. fragmentShader: `#include <packing>
  318. varying vec4 vPosition;
  319. varying vec4 projTexCoord;
  320. uniform sampler2D depthTexture;
  321. uniform vec2 cameraNearFar;
  322. void main() {
  323. float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
  324. float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
  325. float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
  326. gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
  327. }`
  328. } );
  329. }
  330. getEdgeDetectionMaterial() {
  331. return new THREE.ShaderMaterial( {
  332. uniforms: {
  333. 'maskTexture': {
  334. value: null
  335. },
  336. 'texSize': {
  337. value: new THREE.Vector2( 0.5, 0.5 )
  338. },
  339. 'visibleEdgeColor': {
  340. value: new THREE.Vector3( 1.0, 1.0, 1.0 )
  341. },
  342. 'hiddenEdgeColor': {
  343. value: new THREE.Vector3( 1.0, 1.0, 1.0 )
  344. }
  345. },
  346. vertexShader: `varying vec2 vUv;
  347. void main() {
  348. vUv = uv;
  349. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  350. }`,
  351. fragmentShader: `varying vec2 vUv;
  352. uniform sampler2D maskTexture;
  353. uniform vec2 texSize;
  354. uniform vec3 visibleEdgeColor;
  355. uniform vec3 hiddenEdgeColor;
  356. void main() {
  357. vec2 invSize = 1.0 / texSize;
  358. vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
  359. vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
  360. vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
  361. vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
  362. vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
  363. float diff1 = (c1.r - c2.r)*0.5;
  364. float diff2 = (c3.r - c4.r)*0.5;
  365. float d = length( vec2(diff1, diff2) );
  366. float a1 = min(c1.g, c2.g);
  367. float a2 = min(c3.g, c4.g);
  368. float visibilityFactor = min(a1, a2);
  369. vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
  370. gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
  371. }`
  372. } );
  373. }
  374. getSeperableBlurMaterial( maxRadius ) {
  375. return new THREE.ShaderMaterial( {
  376. defines: {
  377. 'MAX_RADIUS': maxRadius
  378. },
  379. uniforms: {
  380. 'colorTexture': {
  381. value: null
  382. },
  383. 'texSize': {
  384. value: new THREE.Vector2( 0.5, 0.5 )
  385. },
  386. 'direction': {
  387. value: new THREE.Vector2( 0.5, 0.5 )
  388. },
  389. 'kernelRadius': {
  390. value: 1.0
  391. }
  392. },
  393. vertexShader: `varying vec2 vUv;
  394. void main() {
  395. vUv = uv;
  396. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  397. }`,
  398. fragmentShader: `#include <common>
  399. varying vec2 vUv;
  400. uniform sampler2D colorTexture;
  401. uniform vec2 texSize;
  402. uniform vec2 direction;
  403. uniform float kernelRadius;
  404. float gaussianPdf(in float x, in float sigma) {
  405. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
  406. }
  407. void main() {
  408. vec2 invSize = 1.0 / texSize;
  409. float sigma = kernelRadius/2.0;
  410. float weightSum = gaussianPdf(0.0, sigma);
  411. vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
  412. vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
  413. vec2 uvOffset = delta;
  414. for( int i = 1; i <= MAX_RADIUS; i ++ ) {
  415. float x = kernelRadius * float(i) / float(MAX_RADIUS);
  416. float w = gaussianPdf(x, sigma);
  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() {
  428. return new THREE.ShaderMaterial( {
  429. uniforms: {
  430. 'maskTexture': {
  431. value: null
  432. },
  433. 'edgeTexture1': {
  434. value: null
  435. },
  436. 'edgeTexture2': {
  437. value: null
  438. },
  439. 'patternTexture': {
  440. value: null
  441. },
  442. 'edgeStrength': {
  443. value: 1.0
  444. },
  445. 'edgeGlow': {
  446. value: 1.0
  447. },
  448. 'usePatternTexture': {
  449. value: 0.0
  450. }
  451. },
  452. vertexShader: `varying vec2 vUv;
  453. void main() {
  454. vUv = uv;
  455. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  456. }`,
  457. fragmentShader: `varying vec2 vUv;
  458. uniform sampler2D maskTexture;
  459. uniform sampler2D edgeTexture1;
  460. uniform sampler2D edgeTexture2;
  461. uniform sampler2D patternTexture;
  462. uniform float edgeStrength;
  463. uniform float edgeGlow;
  464. uniform bool usePatternTexture;
  465. void main() {
  466. vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
  467. vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
  468. vec4 maskColor = texture2D(maskTexture, vUv);
  469. vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
  470. float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
  471. vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
  472. vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
  473. if(usePatternTexture)
  474. finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
  475. gl_FragColor = finalColor;
  476. }`,
  477. blending: THREE.AdditiveBlending,
  478. depthTest: false,
  479. depthWrite: false,
  480. transparent: true
  481. } );
  482. }
  483. }
  484. OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
  485. OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
  486. THREE.OutlinePass = OutlinePass;
  487. } )();