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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
- * - based on Nvidia example
- * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
- */
- THREE.BleachBypassShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "opacity": { value: 1.0 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform float opacity;",
- "uniform sampler2D tDiffuse;",
- "varying vec2 vUv;",
- "void main() {",
- "vec4 base = texture2D( tDiffuse, vUv );",
- "vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
- "float lum = dot( lumCoeff, 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 );",
- "}"
- ].join( "\n" )
- };
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