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- /**
- * @module BleachBypassShader
- * @three_import import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
- */
- /**
- * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] based on
- * [Nvidia Shader library]{@link http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass}.
- *
- * @constant
- * @type {ShaderMaterial~Shader}
- */
- const BleachBypassShader = {
- name: 'BleachBypassShader',
- uniforms: {
- 'tDiffuse': { value: null },
- 'opacity': { value: 1.0 }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- uniform float opacity;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- vec4 base = texture2D( tDiffuse, vUv );
- float lum = luminance( base.rgb );
- vec3 blend = vec3( lum );
- float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
- vec3 result1 = 2.0 * base.rgb * blend;
- vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
- vec3 newColor = mix( result1, result2, L );
- float A2 = opacity * base.a;
- vec3 mixRGB = A2 * newColor.rgb;
- mixRGB += ( ( 1.0 - A2 ) * base.rgb );
- gl_FragColor = vec4( mixRGB, base.a );
- }`
- };
- export { BleachBypassShader };
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