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- import {
- Color
- } from 'three';
- /**
- * Luminosity
- * http://en.wikipedia.org/wiki/Luminosity
- */
- const LuminosityHighPassShader = {
- shaderID: 'luminosityHighPass',
- uniforms: {
- 'tDiffuse': { value: null },
- 'luminosityThreshold': { value: 1.0 },
- 'smoothWidth': { value: 1.0 },
- 'defaultColor': { value: new Color( 0x000000 ) },
- 'defaultOpacity': { value: 0.0 }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- uniform sampler2D tDiffuse;
- uniform vec3 defaultColor;
- uniform float defaultOpacity;
- uniform float luminosityThreshold;
- uniform float smoothWidth;
- varying vec2 vUv;
- void main() {
- vec4 texel = texture2D( tDiffuse, vUv );
- vec3 luma = vec3( 0.299, 0.587, 0.114 );
- float v = dot( texel.xyz, luma );
- vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
- float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
- gl_FragColor = mix( outputColor, texel, alpha );
- }`
- };
- export { LuminosityHighPassShader };
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