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173
node_modules/three/examples/jsm/postprocessing/LUTPass.js
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node_modules/three/examples/jsm/postprocessing/LUTPass.js
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import { ShaderPass } from './ShaderPass.js';
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const LUTShader = {
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defines: {
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USE_3DTEXTURE: 1,
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},
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uniforms: {
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lut3d: { value: null },
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lut: { value: null },
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lutSize: { value: 0 },
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tDiffuse: { value: null },
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intensity: { value: 1.0 },
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: /* glsl */`
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precision highp sampler3D;
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uniform float lutSize;
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#if USE_3DTEXTURE
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uniform sampler3D lut3d;
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#else
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uniform sampler2D lut;
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vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
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float sliceHeight = 1.0 / size;
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float yPixelHeight = 1.0 / ( size * size );
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// Get the slices on either side of the sample
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float slice = rgb.b * size;
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float interp = fract( slice );
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float slice0 = slice - interp;
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float centeredInterp = interp - 0.5;
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float slice1 = slice0 + sign( centeredInterp );
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// Pull y sample in by half a pixel in each direction to avoid color
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// bleeding from adjacent slices.
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float greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );
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vec2 uv0 = vec2(
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rgb.r,
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slice0 * sliceHeight + greenOffset
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);
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vec2 uv1 = vec2(
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rgb.r,
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slice1 * sliceHeight + greenOffset
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);
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vec3 sample0 = texture2D( tex, uv0 ).rgb;
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vec3 sample1 = texture2D( tex, uv1 ).rgb;
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return mix( sample0, sample1, abs( centeredInterp ) );
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}
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#endif
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varying vec2 vUv;
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uniform float intensity;
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uniform sampler2D tDiffuse;
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void main() {
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vec4 val = texture2D( tDiffuse, vUv );
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vec4 lutVal;
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// pull the sample in by half a pixel so the sample begins
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// at the center of the edge pixels.
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float pixelWidth = 1.0 / lutSize;
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float halfPixelWidth = 0.5 / lutSize;
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vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
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#if USE_3DTEXTURE
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lutVal = vec4( texture( lut3d, uvw ).rgb, val.a );
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#else
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lutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );
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#endif
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gl_FragColor = vec4( mix( val, lutVal, intensity ) );
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}
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`,
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};
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class LUTPass extends ShaderPass {
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set lut( v ) {
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const material = this.material;
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if ( v !== this.lut ) {
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material.uniforms.lut3d.value = null;
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material.uniforms.lut.value = null;
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if ( v ) {
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const is3dTextureDefine = v.isDataTexture3D ? 1 : 0;
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if ( is3dTextureDefine !== material.defines.USE_3DTEXTURE ) {
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material.defines.USE_3DTEXTURE = is3dTextureDefine;
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material.needsUpdate = true;
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}
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material.uniforms.lutSize.value = v.image.width;
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if ( v.isDataTexture3D ) {
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material.uniforms.lut3d.value = v;
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} else {
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material.uniforms.lut.value = v;
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}
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}
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}
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}
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get lut() {
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return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
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}
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set intensity( v ) {
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this.material.uniforms.intensity.value = v;
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}
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get intensity() {
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return this.material.uniforms.intensity.value;
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}
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constructor( options = {} ) {
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super( LUTShader );
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this.lut = options.lut || null;
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this.intensity = 'intensity' in options ? options.intensity : 1;
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}
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}
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export { LUTPass };
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