BleachBypassShader.js 1.3 KB

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  1. /**
  2. * @module BleachBypassShader
  3. * @three_import import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
  4. */
  5. /**
  6. * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] based on
  7. * [Nvidia Shader library]{@link http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass}.
  8. *
  9. * @constant
  10. * @type {ShaderMaterial~Shader}
  11. */
  12. const BleachBypassShader = {
  13. name: 'BleachBypassShader',
  14. uniforms: {
  15. 'tDiffuse': { value: null },
  16. 'opacity': { value: 1.0 }
  17. },
  18. vertexShader: /* glsl */`
  19. varying vec2 vUv;
  20. void main() {
  21. vUv = uv;
  22. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  23. }`,
  24. fragmentShader: /* glsl */`
  25. uniform float opacity;
  26. uniform sampler2D tDiffuse;
  27. varying vec2 vUv;
  28. void main() {
  29. vec4 base = texture2D( tDiffuse, vUv );
  30. float lum = luminance( base.rgb );
  31. vec3 blend = vec3( lum );
  32. float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
  33. vec3 result1 = 2.0 * base.rgb * blend;
  34. vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
  35. vec3 newColor = mix( result1, result2, L );
  36. float A2 = opacity * base.a;
  37. vec3 mixRGB = A2 * newColor.rgb;
  38. mixRGB += ( ( 1.0 - A2 ) * base.rgb );
  39. gl_FragColor = vec4( mixRGB, base.a );
  40. }`
  41. };
  42. export { BleachBypassShader };