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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 */`
- uniform float lutSize;
- #if USE_3DTEXTURE
- precision highp sampler3D;
- uniform sampler3D lut3d;
- #else
- uniform sampler2D lut;
- vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
- float sliceHeight = 1.0 / size;
- float yPixelHeight = 1.0 / ( size * size );
- // Get the slices on either side of the sample
- float slice = rgb.b * size;
- float interp = fract( slice );
- float slice0 = slice - interp;
- float centeredInterp = interp - 0.5;
- float slice1 = slice0 + sign( centeredInterp );
- // Pull y sample in by half a pixel in each direction to avoid color
- // bleeding from adjacent slices.
- float greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );
- vec2 uv0 = vec2(
- rgb.r,
- slice0 * sliceHeight + greenOffset
- );
- vec2 uv1 = vec2(
- rgb.r,
- slice1 * sliceHeight + greenOffset
- );
- vec3 sample0 = texture2D( tex, uv0 ).rgb;
- vec3 sample1 = texture2D( tex, uv1 ).rgb;
- return mix( sample0, sample1, abs( centeredInterp ) );
- }
- #endif
- varying vec2 vUv;
- uniform float intensity;
- uniform sampler2D tDiffuse;
- void main() {
- vec4 val = texture2D( tDiffuse, vUv );
- vec4 lutVal;
- // pull the sample in by half a pixel so the sample begins
- // at the center of the edge pixels.
- float pixelWidth = 1.0 / lutSize;
- float halfPixelWidth = 0.5 / lutSize;
- vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
- #if USE_3DTEXTURE
- lutVal = vec4( texture( lut3d, uvw ).rgb, val.a );
- #else
- lutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );
- #endif
- gl_FragColor = vec4( 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.isData3DTexture ? 1 : 0;
- if ( is3dTextureDefine !== material.defines.USE_3DTEXTURE ) {
- material.defines.USE_3DTEXTURE = is3dTextureDefine;
- material.needsUpdate = true;
- }
- material.uniforms.lutSize.value = v.image.width;
- if ( v.isData3DTexture ) {
- material.uniforms.lut3d.value = v;
- } else {
- material.uniforms.lut.value = v;
- }
- }
- }
- }
- 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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