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OutlinePass.js 20 KB

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  1. import {
  2. AdditiveBlending,
  3. Color,
  4. DoubleSide,
  5. Matrix4,
  6. MeshDepthMaterial,
  7. NoBlending,
  8. RGBADepthPacking,
  9. ShaderMaterial,
  10. UniformsUtils,
  11. Vector2,
  12. Vector3,
  13. WebGLRenderTarget
  14. } from 'three';
  15. import { Pass, FullScreenQuad } from './Pass.js';
  16. import { CopyShader } from '../shaders/CopyShader.js';
  17. class OutlinePass extends Pass {
  18. constructor( resolution, scene, camera, selectedObjects ) {
  19. super();
  20. this.renderScene = scene;
  21. this.renderCamera = camera;
  22. this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
  23. this.visibleEdgeColor = new Color( 1, 1, 1 );
  24. this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
  25. this.edgeGlow = 0.0;
  26. this.usePatternTexture = false;
  27. this.edgeThickness = 1.0;
  28. this.edgeStrength = 3.0;
  29. this.downSampleRatio = 2;
  30. this.pulsePeriod = 0;
  31. this._visibilityCache = new Map();
  32. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  33. const resx = Math.round( this.resolution.x / this.downSampleRatio );
  34. const resy = Math.round( this.resolution.y / this.downSampleRatio );
  35. this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
  36. this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
  37. this.renderTargetMaskBuffer.texture.generateMipmaps = false;
  38. this.depthMaterial = new MeshDepthMaterial();
  39. this.depthMaterial.side = DoubleSide;
  40. this.depthMaterial.depthPacking = RGBADepthPacking;
  41. this.depthMaterial.blending = NoBlending;
  42. this.prepareMaskMaterial = this.getPrepareMaskMaterial();
  43. this.prepareMaskMaterial.side = DoubleSide;
  44. this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
  45. this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
  46. this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
  47. this.renderTargetDepthBuffer.texture.generateMipmaps = false;
  48. this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy );
  49. this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
  50. this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
  51. this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy );
  52. this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
  53. this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
  54. this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  55. this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
  56. this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
  57. this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
  58. this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy );
  59. this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
  60. this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
  61. this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  62. this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
  63. this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
  64. const MAX_EDGE_THICKNESS = 4;
  65. const MAX_EDGE_GLOW = 4;
  66. this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
  67. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  68. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
  69. this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
  70. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  71. this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
  72. // Overlay material
  73. this.overlayMaterial = this.getOverlayMaterial();
  74. // copy material
  75. const copyShader = CopyShader;
  76. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  77. this.copyUniforms[ 'opacity' ].value = 1.0;
  78. this.materialCopy = new ShaderMaterial( {
  79. uniforms: this.copyUniforms,
  80. vertexShader: copyShader.vertexShader,
  81. fragmentShader: copyShader.fragmentShader,
  82. blending: NoBlending,
  83. depthTest: false,
  84. depthWrite: false,
  85. transparent: true
  86. } );
  87. this.enabled = true;
  88. this.needsSwap = false;
  89. this._oldClearColor = new Color();
  90. this.oldClearAlpha = 1;
  91. this.fsQuad = new FullScreenQuad( null );
  92. this.tempPulseColor1 = new Color();
  93. this.tempPulseColor2 = new Color();
  94. this.textureMatrix = new Matrix4();
  95. function replaceDepthToViewZ( string, camera ) {
  96. const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
  97. return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
  98. }
  99. }
  100. dispose() {
  101. this.renderTargetMaskBuffer.dispose();
  102. this.renderTargetDepthBuffer.dispose();
  103. this.renderTargetMaskDownSampleBuffer.dispose();
  104. this.renderTargetBlurBuffer1.dispose();
  105. this.renderTargetBlurBuffer2.dispose();
  106. this.renderTargetEdgeBuffer1.dispose();
  107. this.renderTargetEdgeBuffer2.dispose();
  108. this.depthMaterial.dispose();
  109. this.prepareMaskMaterial.dispose();
  110. this.edgeDetectionMaterial.dispose();
  111. this.separableBlurMaterial1.dispose();
  112. this.separableBlurMaterial2.dispose();
  113. this.overlayMaterial.dispose();
  114. this.materialCopy.dispose();
  115. this.fsQuad.dispose();
  116. }
  117. setSize( width, height ) {
  118. this.renderTargetMaskBuffer.setSize( width, height );
  119. this.renderTargetDepthBuffer.setSize( width, height );
  120. let resx = Math.round( width / this.downSampleRatio );
  121. let resy = Math.round( height / this.downSampleRatio );
  122. this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
  123. this.renderTargetBlurBuffer1.setSize( resx, resy );
  124. this.renderTargetEdgeBuffer1.setSize( resx, resy );
  125. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  126. resx = Math.round( resx / 2 );
  127. resy = Math.round( resy / 2 );
  128. this.renderTargetBlurBuffer2.setSize( resx, resy );
  129. this.renderTargetEdgeBuffer2.setSize( resx, resy );
  130. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
  131. }
  132. changeVisibilityOfSelectedObjects( bVisible ) {
  133. const cache = this._visibilityCache;
  134. function gatherSelectedMeshesCallBack( object ) {
  135. if ( object.isMesh ) {
  136. if ( bVisible === true ) {
  137. object.visible = cache.get( object );
  138. } else {
  139. cache.set( object, object.visible );
  140. object.visible = bVisible;
  141. }
  142. }
  143. }
  144. for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
  145. const selectedObject = this.selectedObjects[ i ];
  146. selectedObject.traverse( gatherSelectedMeshesCallBack );
  147. }
  148. }
  149. changeVisibilityOfNonSelectedObjects( bVisible ) {
  150. const cache = this._visibilityCache;
  151. const selectedMeshes = [];
  152. function gatherSelectedMeshesCallBack( object ) {
  153. if ( object.isMesh ) selectedMeshes.push( object );
  154. }
  155. for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
  156. const selectedObject = this.selectedObjects[ i ];
  157. selectedObject.traverse( gatherSelectedMeshesCallBack );
  158. }
  159. function VisibilityChangeCallBack( object ) {
  160. if ( object.isMesh || object.isSprite ) {
  161. // only meshes and sprites are supported by OutlinePass
  162. let bFound = false;
  163. for ( let i = 0; i < selectedMeshes.length; i ++ ) {
  164. const selectedObjectId = selectedMeshes[ i ].id;
  165. if ( selectedObjectId === object.id ) {
  166. bFound = true;
  167. break;
  168. }
  169. }
  170. if ( bFound === false ) {
  171. const visibility = object.visible;
  172. if ( bVisible === false || cache.get( object ) === true ) {
  173. object.visible = bVisible;
  174. }
  175. cache.set( object, visibility );
  176. }
  177. } else if ( object.isPoints || object.isLine ) {
  178. // the visibilty of points and lines is always set to false in order to
  179. // not affect the outline computation
  180. if ( bVisible === true ) {
  181. object.visible = cache.get( object ); // restore
  182. } else {
  183. cache.set( object, object.visible );
  184. object.visible = bVisible;
  185. }
  186. }
  187. }
  188. this.renderScene.traverse( VisibilityChangeCallBack );
  189. }
  190. updateTextureMatrix() {
  191. this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
  192. 0.0, 0.5, 0.0, 0.5,
  193. 0.0, 0.0, 0.5, 0.5,
  194. 0.0, 0.0, 0.0, 1.0 );
  195. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  196. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  197. }
  198. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  199. if ( this.selectedObjects.length > 0 ) {
  200. renderer.getClearColor( this._oldClearColor );
  201. this.oldClearAlpha = renderer.getClearAlpha();
  202. const oldAutoClear = renderer.autoClear;
  203. renderer.autoClear = false;
  204. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  205. renderer.setClearColor( 0xffffff, 1 );
  206. // Make selected objects invisible
  207. this.changeVisibilityOfSelectedObjects( false );
  208. const currentBackground = this.renderScene.background;
  209. this.renderScene.background = null;
  210. // 1. Draw Non Selected objects in the depth buffer
  211. this.renderScene.overrideMaterial = this.depthMaterial;
  212. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  213. renderer.clear();
  214. renderer.render( this.renderScene, this.renderCamera );
  215. // Make selected objects visible
  216. this.changeVisibilityOfSelectedObjects( true );
  217. this._visibilityCache.clear();
  218. // Update Texture Matrix for Depth compare
  219. this.updateTextureMatrix();
  220. // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  221. this.changeVisibilityOfNonSelectedObjects( false );
  222. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  223. this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
  224. this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
  225. this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
  226. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  227. renderer.clear();
  228. renderer.render( this.renderScene, this.renderCamera );
  229. this.renderScene.overrideMaterial = null;
  230. this.changeVisibilityOfNonSelectedObjects( true );
  231. this._visibilityCache.clear();
  232. this.renderScene.background = currentBackground;
  233. // 2. Downsample to Half resolution
  234. this.fsQuad.material = this.materialCopy;
  235. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
  236. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  237. renderer.clear();
  238. this.fsQuad.render( renderer );
  239. this.tempPulseColor1.copy( this.visibleEdgeColor );
  240. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  241. if ( this.pulsePeriod > 0 ) {
  242. const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  243. this.tempPulseColor1.multiplyScalar( scalar );
  244. this.tempPulseColor2.multiplyScalar( scalar );
  245. }
  246. // 3. Apply Edge Detection Pass
  247. this.fsQuad.material = this.edgeDetectionMaterial;
  248. this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
  249. this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  250. this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
  251. this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
  252. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  253. renderer.clear();
  254. this.fsQuad.render( renderer );
  255. // 4. Apply Blur on Half res
  256. this.fsQuad.material = this.separableBlurMaterial1;
  257. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  258. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  259. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
  260. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  261. renderer.clear();
  262. this.fsQuad.render( renderer );
  263. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
  264. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  265. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  266. renderer.clear();
  267. this.fsQuad.render( renderer );
  268. // Apply Blur on quarter res
  269. this.fsQuad.material = this.separableBlurMaterial2;
  270. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  271. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  272. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  273. renderer.clear();
  274. this.fsQuad.render( renderer );
  275. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
  276. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  277. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  278. renderer.clear();
  279. this.fsQuad.render( renderer );
  280. // Blend it additively over the input texture
  281. this.fsQuad.material = this.overlayMaterial;
  282. this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
  283. this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
  284. this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
  285. this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
  286. this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
  287. this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
  288. this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
  289. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  290. renderer.setRenderTarget( readBuffer );
  291. this.fsQuad.render( renderer );
  292. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  293. renderer.autoClear = oldAutoClear;
  294. }
  295. if ( this.renderToScreen ) {
  296. this.fsQuad.material = this.materialCopy;
  297. this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  298. renderer.setRenderTarget( null );
  299. this.fsQuad.render( renderer );
  300. }
  301. }
  302. getPrepareMaskMaterial() {
  303. return new ShaderMaterial( {
  304. uniforms: {
  305. 'depthTexture': { value: null },
  306. 'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
  307. 'textureMatrix': { value: null }
  308. },
  309. vertexShader:
  310. `#include <morphtarget_pars_vertex>
  311. #include <skinning_pars_vertex>
  312. varying vec4 projTexCoord;
  313. varying vec4 vPosition;
  314. uniform mat4 textureMatrix;
  315. void main() {
  316. #include <skinbase_vertex>
  317. #include <begin_vertex>
  318. #include <morphtarget_vertex>
  319. #include <skinning_vertex>
  320. #include <project_vertex>
  321. vPosition = mvPosition;
  322. vec4 worldPosition = vec4( transformed, 1.0 );
  323. #ifdef USE_INSTANCING
  324. worldPosition = instanceMatrix * worldPosition;
  325. #endif
  326. worldPosition = modelMatrix * worldPosition;
  327. projTexCoord = textureMatrix * worldPosition;
  328. }`,
  329. fragmentShader:
  330. `#include <packing>
  331. varying vec4 vPosition;
  332. varying vec4 projTexCoord;
  333. uniform sampler2D depthTexture;
  334. uniform vec2 cameraNearFar;
  335. void main() {
  336. float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
  337. float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
  338. float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
  339. gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
  340. }`
  341. } );
  342. }
  343. getEdgeDetectionMaterial() {
  344. return new ShaderMaterial( {
  345. uniforms: {
  346. 'maskTexture': { value: null },
  347. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  348. 'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  349. 'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  350. },
  351. vertexShader:
  352. `varying vec2 vUv;
  353. void main() {
  354. vUv = uv;
  355. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  356. }`,
  357. fragmentShader:
  358. `varying vec2 vUv;
  359. uniform sampler2D maskTexture;
  360. uniform vec2 texSize;
  361. uniform vec3 visibleEdgeColor;
  362. uniform vec3 hiddenEdgeColor;
  363. void main() {
  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( 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;
  394. void main() {
  395. vUv = uv;
  396. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  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. float gaussianPdf(in float x, in float sigma) {
  406. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
  407. }
  408. void main() {
  409. vec2 invSize = 1.0 / texSize;
  410. float sigma = kernelRadius/2.0;
  411. float weightSum = gaussianPdf(0.0, sigma);
  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 x = kernelRadius * float(i) / float(MAX_RADIUS);
  417. float w = gaussianPdf(x, sigma);
  418. vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
  419. vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
  420. diffuseSum += ((sample1 + sample2) * w);
  421. weightSum += (2.0 * w);
  422. uvOffset += delta;
  423. }
  424. gl_FragColor = diffuseSum/weightSum;
  425. }`
  426. } );
  427. }
  428. getOverlayMaterial() {
  429. return new ShaderMaterial( {
  430. uniforms: {
  431. 'maskTexture': { value: null },
  432. 'edgeTexture1': { value: null },
  433. 'edgeTexture2': { value: null },
  434. 'patternTexture': { value: null },
  435. 'edgeStrength': { value: 1.0 },
  436. 'edgeGlow': { value: 1.0 },
  437. 'usePatternTexture': { value: 0.0 }
  438. },
  439. vertexShader:
  440. `varying vec2 vUv;
  441. void main() {
  442. vUv = uv;
  443. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  444. }`,
  445. fragmentShader:
  446. `varying vec2 vUv;
  447. uniform sampler2D maskTexture;
  448. uniform sampler2D edgeTexture1;
  449. uniform sampler2D edgeTexture2;
  450. uniform sampler2D patternTexture;
  451. uniform float edgeStrength;
  452. uniform float edgeGlow;
  453. uniform bool usePatternTexture;
  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 };