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(function () { /** * 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 THREE.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 ); }`
};
THREE.LuminosityHighPassShader = LuminosityHighPassShader;})();
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