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Oinktube/node_modules/three/examples/jsm/shaders/LuminosityHighPassShader.js
2023-12-11 11:59:56 -03:00

68 lines
1.2 KiB
JavaScript

import {
Color
} from '../../../build/three.module.js';
/**
* Luminosity
* http://en.wikipedia.org/wiki/Luminosity
*/
var LuminosityHighPassShader = {
shaderID: 'luminosityHighPass',
uniforms: {
'tDiffuse': { value: null },
'luminosityThreshold': { value: 1.0 },
'smoothWidth': { value: 1.0 },
'defaultColor': { value: new Color( 0x000000 ) },
'defaultOpacity': { 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' )
};
export { LuminosityHighPassShader };