Buckets:
| import { | |
| Color | |
| } from 'three'; | |
| /** | |
| * @module LuminosityHighPassShader | |
| * @three_import import { LuminosityHighPassShader } from 'three/addons/shaders/LuminosityHighPassShader.js'; | |
| */ | |
| /** | |
| * Luminosity high pass shader. | |
| * | |
| * @constant | |
| * @type {ShaderMaterial~Shader} | |
| */ | |
| const LuminosityHighPassShader = { | |
| name: 'LuminosityHighPassShader', | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'luminosityThreshold': { value: 1.0 }, | |
| 'smoothWidth': { value: 1.0 }, | |
| 'defaultColor': { value: new Color( 0x000000 ) }, | |
| 'defaultOpacity': { value: 0.0 } | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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 ); | |
| float v = luminance( texel.xyz ); | |
| vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity ); | |
| float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v ); | |
| gl_FragColor = mix( outputColor, texel, alpha ); | |
| }` | |
| }; | |
| export { LuminosityHighPassShader }; | |
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- 1.29 kB
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