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

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JavaScript

/**
* 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' )
};