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- import { ShaderPass } from './ShaderPass.js';
- const LUTShader = {
- name: 'LUTShader',
- uniforms: {
- 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;
- uniform sampler3D lut;
- 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 );
- lutVal = vec4( texture( lut, uvw ).rgb, val.a );
- gl_FragColor = vec4( mix( val, lutVal, intensity ) );
- }
- `,
- };
- /**
- * Pass for color grading via lookup tables.
- *
- * ```js
- * const lutPass = new LUTPass( { lut: lut.texture3D } );
- * composer.addPass( lutPass );
- * ```
- *
- * @augments ShaderPass
- * @three_import import { LUTPass } from 'three/addons/postprocessing/LUTPass.js';
- */
- class LUTPass extends ShaderPass {
- /**
- * Constructs a LUT pass.
- *
- * @param {{lut:Data3DTexture,intensity:number}} [options={}] - The pass options.
- */
- constructor( options = {} ) {
- super( LUTShader );
- /**
- * The LUT as a 3D texture.
- *
- * @type {?Data3DTexture}
- * @default null
- */
- this.lut = options.lut || null;
- /**
- * The intensity.
- *
- * @type {?number}
- * @default 1
- */
- this.intensity = 'intensity' in options ? options.intensity : 1;
- }
- set lut( v ) {
- const material = this.material;
- if ( v !== this.lut ) {
- material.uniforms.lut.value = null;
- if ( v ) {
- material.uniforms.lutSize.value = v.image.width;
- material.uniforms.lut.value = v;
- }
- }
- }
- get lut() {
- return this.material.uniforms.lut.value;
- }
- set intensity( v ) {
- this.material.uniforms.intensity.value = v;
- }
- get intensity() {
- return this.material.uniforms.intensity.value;
- }
- }
- export { LUTPass };
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