/** * @author bhouston / http://clara.io/ * * Luminosity * http://en.wikipedia.org/wiki/Luminosity */ THREE.LuminosityHighPassShader = { shaderID: "luminosityHighPass", uniforms: { "tDiffuse": { type: "t", value: null }, "luminosityThreshold": { type: "f", value: 1.0 }, "smoothWidth": { type: "f", value: 1.0 }, "defaultColor": { type: "c", value: new THREE.Color( 0x000000 ) }, "defaultOpacity": { type: "f", value: 0.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "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 );", "}" ].join("\n") };