Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /postprocessing /OutlinePass.cjs
| ; | |
| var __defProp = Object.defineProperty; | |
| var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; | |
| var __publicField = (obj, key, value) => { | |
| __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); | |
| return value; | |
| }; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| const Pass = require("./Pass.cjs"); | |
| const THREE = require("three"); | |
| const CopyShader = require("../shaders/CopyShader.cjs"); | |
| class OutlinePass extends Pass.Pass { | |
| constructor(resolution, scene, camera, selectedObjects) { | |
| super(); | |
| __publicField(this, "renderScene"); | |
| __publicField(this, "renderCamera"); | |
| __publicField(this, "selectedObjects"); | |
| __publicField(this, "visibleEdgeColor"); | |
| __publicField(this, "hiddenEdgeColor"); | |
| __publicField(this, "edgeGlow"); | |
| __publicField(this, "usePatternTexture"); | |
| __publicField(this, "edgeThickness"); | |
| __publicField(this, "edgeStrength"); | |
| __publicField(this, "downSampleRatio"); | |
| __publicField(this, "pulsePeriod"); | |
| __publicField(this, "resolution"); | |
| __publicField(this, "renderTargetMaskBuffer"); | |
| __publicField(this, "depthMaterial"); | |
| __publicField(this, "prepareMaskMaterial"); | |
| __publicField(this, "renderTargetDepthBuffer"); | |
| __publicField(this, "renderTargetMaskDownSampleBuffer"); | |
| __publicField(this, "renderTargetBlurBuffer1"); | |
| __publicField(this, "renderTargetBlurBuffer2"); | |
| __publicField(this, "edgeDetectionMaterial"); | |
| __publicField(this, "renderTargetEdgeBuffer1"); | |
| __publicField(this, "renderTargetEdgeBuffer2"); | |
| __publicField(this, "separableBlurMaterial1"); | |
| __publicField(this, "separableBlurMaterial2"); | |
| __publicField(this, "overlayMaterial"); | |
| __publicField(this, "materialCopy"); | |
| __publicField(this, "oldClearAlpha"); | |
| __publicField(this, "fsQuad"); | |
| __publicField(this, "tempPulseColor1"); | |
| __publicField(this, "tempPulseColor2"); | |
| __publicField(this, "textureMatrix"); | |
| __publicField(this, "patternTexture"); | |
| __publicField(this, "_visibilityCache"); | |
| __publicField(this, "_oldClearColor"); | |
| __publicField(this, "copyUniforms"); | |
| __publicField(this, "BlurDirectionX", new THREE.Vector2(1, 0)); | |
| __publicField(this, "BlurDirectionY", new THREE.Vector2(0, 1)); | |
| this.renderScene = scene; | |
| this.renderCamera = camera; | |
| this.selectedObjects = selectedObjects !== void 0 ? selectedObjects : []; | |
| this.visibleEdgeColor = new THREE.Color(1, 1, 1); | |
| this.hiddenEdgeColor = new THREE.Color(0.1, 0.04, 0.02); | |
| this.edgeGlow = 0; | |
| this.usePatternTexture = false; | |
| this.edgeThickness = 1; | |
| this.edgeStrength = 3; | |
| this.downSampleRatio = 2; | |
| this.pulsePeriod = 0; | |
| this._visibilityCache = /* @__PURE__ */ new Map(); | |
| this.resolution = resolution !== void 0 ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256); | |
| const resx = Math.round(this.resolution.x / this.downSampleRatio); | |
| const resy = Math.round(this.resolution.y / this.downSampleRatio); | |
| this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y); | |
| this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask"; | |
| this.renderTargetMaskBuffer.texture.generateMipmaps = false; | |
| this.depthMaterial = new THREE.MeshDepthMaterial(); | |
| this.depthMaterial.side = THREE.DoubleSide; | |
| this.depthMaterial.depthPacking = THREE.RGBADepthPacking; | |
| this.depthMaterial.blending = THREE.NoBlending; | |
| this.prepareMaskMaterial = this.getPrepareMaskMaterial(); | |
| this.prepareMaskMaterial.side = THREE.DoubleSide; | |
| this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( | |
| this.prepareMaskMaterial.fragmentShader, | |
| this.renderCamera | |
| ); | |
| this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y); | |
| this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth"; | |
| this.renderTargetDepthBuffer.texture.generateMipmaps = false; | |
| this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget(resx, resy); | |
| this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample"; | |
| this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false; | |
| this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget(resx, resy); | |
| this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1"; | |
| this.renderTargetBlurBuffer1.texture.generateMipmaps = false; | |
| this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2)); | |
| this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2"; | |
| this.renderTargetBlurBuffer2.texture.generateMipmaps = false; | |
| this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(); | |
| this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget(resx, resy); | |
| this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1"; | |
| this.renderTargetEdgeBuffer1.texture.generateMipmaps = false; | |
| this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2)); | |
| this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2"; | |
| this.renderTargetEdgeBuffer2.texture.generateMipmaps = false; | |
| const MAX_EDGE_THICKNESS = 4; | |
| const MAX_EDGE_GLOW = 4; | |
| this.separableBlurMaterial1 = this.getSeperableBlurMaterial(MAX_EDGE_THICKNESS); | |
| this.separableBlurMaterial1.uniforms["texSize"].value.set(resx, resy); | |
| this.separableBlurMaterial1.uniforms["kernelRadius"].value = 1; | |
| this.separableBlurMaterial2 = this.getSeperableBlurMaterial(MAX_EDGE_GLOW); | |
| this.separableBlurMaterial2.uniforms["texSize"].value.set(Math.round(resx / 2), Math.round(resy / 2)); | |
| this.separableBlurMaterial2.uniforms["kernelRadius"].value = MAX_EDGE_GLOW; | |
| this.overlayMaterial = this.getOverlayMaterial(); | |
| if (CopyShader.CopyShader === void 0) | |
| console.error("THREE.OutlinePass relies on CopyShader"); | |
| const copyShader = CopyShader.CopyShader; | |
| this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms); | |
| this.copyUniforms["opacity"].value = 1; | |
| this.materialCopy = new THREE.ShaderMaterial({ | |
| uniforms: this.copyUniforms, | |
| vertexShader: copyShader.vertexShader, | |
| fragmentShader: copyShader.fragmentShader, | |
| blending: THREE.NoBlending, | |
| depthTest: false, | |
| depthWrite: false, | |
| transparent: true | |
| }); | |
| this.enabled = true; | |
| this.needsSwap = false; | |
| this._oldClearColor = new THREE.Color(); | |
| this.oldClearAlpha = 1; | |
| this.fsQuad = new Pass.FullScreenQuad(this.materialCopy); | |
| this.tempPulseColor1 = new THREE.Color(); | |
| this.tempPulseColor2 = new THREE.Color(); | |
| this.textureMatrix = new THREE.Matrix4(); | |
| function replaceDepthToViewZ(string, camera2) { | |
| const type = camera2.isPerspectiveCamera ? "perspective" : "orthographic"; | |
| return string.replace(/DEPTH_TO_VIEW_Z/g, type + "DepthToViewZ"); | |
| } | |
| } | |
| dispose() { | |
| this.renderTargetMaskBuffer.dispose(); | |
| this.renderTargetDepthBuffer.dispose(); | |
| this.renderTargetMaskDownSampleBuffer.dispose(); | |
| this.renderTargetBlurBuffer1.dispose(); | |
| this.renderTargetBlurBuffer2.dispose(); | |
| this.renderTargetEdgeBuffer1.dispose(); | |
| this.renderTargetEdgeBuffer2.dispose(); | |
| } | |
| setSize(width, height) { | |
| this.renderTargetMaskBuffer.setSize(width, height); | |
| this.renderTargetDepthBuffer.setSize(width, height); | |
| let resx = Math.round(width / this.downSampleRatio); | |
| let resy = Math.round(height / this.downSampleRatio); | |
| this.renderTargetMaskDownSampleBuffer.setSize(resx, resy); | |
| this.renderTargetBlurBuffer1.setSize(resx, resy); | |
| this.renderTargetEdgeBuffer1.setSize(resx, resy); | |
| this.separableBlurMaterial1.uniforms["texSize"].value.set(resx, resy); | |
| resx = Math.round(resx / 2); | |
| resy = Math.round(resy / 2); | |
| this.renderTargetBlurBuffer2.setSize(resx, resy); | |
| this.renderTargetEdgeBuffer2.setSize(resx, resy); | |
| this.separableBlurMaterial2.uniforms["texSize"].value.set(resx, resy); | |
| } | |
| changeVisibilityOfSelectedObjects(bVisible) { | |
| const cache = this._visibilityCache; | |
| function gatherSelectedMeshesCallBack(object) { | |
| if (object.isMesh) { | |
| if (bVisible === true) { | |
| object.visible = cache.get(object); | |
| } else { | |
| cache.set(object, object.visible); | |
| object.visible = bVisible; | |
| } | |
| } | |
| } | |
| for (let i = 0; i < this.selectedObjects.length; i++) { | |
| const selectedObject = this.selectedObjects[i]; | |
| selectedObject.traverse(gatherSelectedMeshesCallBack); | |
| } | |
| } | |
| changeVisibilityOfNonSelectedObjects(bVisible) { | |
| const cache = this._visibilityCache; | |
| const selectedMeshes = []; | |
| function gatherSelectedMeshesCallBack(object) { | |
| if (object.isMesh) | |
| selectedMeshes.push(object); | |
| } | |
| for (let i = 0; i < this.selectedObjects.length; i++) { | |
| const selectedObject = this.selectedObjects[i]; | |
| selectedObject.traverse(gatherSelectedMeshesCallBack); | |
| } | |
| function VisibilityChangeCallBack(object) { | |
| if (object.isMesh || object.isSprite) { | |
| let bFound = false; | |
| for (let i = 0; i < selectedMeshes.length; i++) { | |
| const selectedObjectId = selectedMeshes[i].id; | |
| if (selectedObjectId === object.id) { | |
| bFound = true; | |
| break; | |
| } | |
| } | |
| if (bFound === false) { | |
| const visibility = object.visible; | |
| if (bVisible === false || cache.get(object) === true) { | |
| object.visible = bVisible; | |
| } | |
| cache.set(object, visibility); | |
| } | |
| } else if (object.isPoints || object.isLine) { | |
| if (bVisible === true) { | |
| object.visible = cache.get(object); | |
| } else { | |
| cache.set(object, object.visible); | |
| object.visible = bVisible; | |
| } | |
| } | |
| } | |
| this.renderScene.traverse(VisibilityChangeCallBack); | |
| } | |
| updateTextureMatrix() { | |
| this.textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1); | |
| this.textureMatrix.multiply(this.renderCamera.projectionMatrix); | |
| this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse); | |
| } | |
| render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) { | |
| if (this.selectedObjects.length > 0) { | |
| renderer.getClearColor(this._oldClearColor); | |
| this.oldClearAlpha = renderer.getClearAlpha(); | |
| const oldAutoClear = renderer.autoClear; | |
| renderer.autoClear = false; | |
| if (maskActive) | |
| renderer.state.buffers.stencil.setTest(false); | |
| renderer.setClearColor(16777215, 1); | |
| this.changeVisibilityOfSelectedObjects(false); | |
| const currentBackground = this.renderScene.background; | |
| this.renderScene.background = null; | |
| this.renderScene.overrideMaterial = this.depthMaterial; | |
| renderer.setRenderTarget(this.renderTargetDepthBuffer); | |
| renderer.clear(); | |
| renderer.render(this.renderScene, this.renderCamera); | |
| this.changeVisibilityOfSelectedObjects(true); | |
| this._visibilityCache.clear(); | |
| this.updateTextureMatrix(); | |
| this.changeVisibilityOfNonSelectedObjects(false); | |
| this.renderScene.overrideMaterial = this.prepareMaskMaterial; | |
| this.prepareMaskMaterial.uniforms["cameraNearFar"].value.set( | |
| this.renderCamera.near, | |
| this.renderCamera.far | |
| ); | |
| this.prepareMaskMaterial.uniforms["depthTexture"].value = this.renderTargetDepthBuffer.texture; | |
| this.prepareMaskMaterial.uniforms["textureMatrix"].value = this.textureMatrix; | |
| renderer.setRenderTarget(this.renderTargetMaskBuffer); | |
| renderer.clear(); | |
| renderer.render(this.renderScene, this.renderCamera); | |
| this.renderScene.overrideMaterial = null; | |
| this.changeVisibilityOfNonSelectedObjects(true); | |
| this._visibilityCache.clear(); | |
| this.renderScene.background = currentBackground; | |
| this.fsQuad.material = this.materialCopy; | |
| this.copyUniforms["tDiffuse"].value = this.renderTargetMaskBuffer.texture; | |
| renderer.setRenderTarget(this.renderTargetMaskDownSampleBuffer); | |
| renderer.clear(); | |
| this.fsQuad.render(renderer); | |
| this.tempPulseColor1.copy(this.visibleEdgeColor); | |
| this.tempPulseColor2.copy(this.hiddenEdgeColor); | |
| if (this.pulsePeriod > 0) { | |
| const scalar = (1 + 0.25) / 2 + Math.cos(performance.now() * 0.01 / this.pulsePeriod) * (1 - 0.25) / 2; | |
| this.tempPulseColor1.multiplyScalar(scalar); | |
| this.tempPulseColor2.multiplyScalar(scalar); | |
| } | |
| this.fsQuad.material = this.edgeDetectionMaterial; | |
| this.edgeDetectionMaterial.uniforms["maskTexture"].value = this.renderTargetMaskDownSampleBuffer.texture; | |
| this.edgeDetectionMaterial.uniforms["texSize"].value.set( | |
| this.renderTargetMaskDownSampleBuffer.width, | |
| this.renderTargetMaskDownSampleBuffer.height | |
| ); | |
| this.edgeDetectionMaterial.uniforms["visibleEdgeColor"].value = this.tempPulseColor1; | |
| this.edgeDetectionMaterial.uniforms["hiddenEdgeColor"].value = this.tempPulseColor2; | |
| renderer.setRenderTarget(this.renderTargetEdgeBuffer1); | |
| renderer.clear(); | |
| this.fsQuad.render(renderer); | |
| this.fsQuad.material = this.separableBlurMaterial1; | |
| this.separableBlurMaterial1.uniforms["colorTexture"].value = this.renderTargetEdgeBuffer1.texture; | |
| this.separableBlurMaterial1.uniforms["direction"].value = this.BlurDirectionX; | |
| this.separableBlurMaterial1.uniforms["kernelRadius"].value = this.edgeThickness; | |
| renderer.setRenderTarget(this.renderTargetBlurBuffer1); | |
| renderer.clear(); | |
| this.fsQuad.render(renderer); | |
| this.separableBlurMaterial1.uniforms["colorTexture"].value = this.renderTargetBlurBuffer1.texture; | |
| this.separableBlurMaterial1.uniforms["direction"].value = this.BlurDirectionY; | |
| renderer.setRenderTarget(this.renderTargetEdgeBuffer1); | |
| renderer.clear(); | |
| this.fsQuad.render(renderer); | |
| this.fsQuad.material = this.separableBlurMaterial2; | |
| this.separableBlurMaterial2.uniforms["colorTexture"].value = this.renderTargetEdgeBuffer1.texture; | |
| this.separableBlurMaterial2.uniforms["direction"].value = this.BlurDirectionX; | |
| renderer.setRenderTarget(this.renderTargetBlurBuffer2); | |
| renderer.clear(); | |
| this.fsQuad.render(renderer); | |
| this.separableBlurMaterial2.uniforms["colorTexture"].value = this.renderTargetBlurBuffer2.texture; | |
| this.separableBlurMaterial2.uniforms["direction"].value = this.BlurDirectionY; | |
| renderer.setRenderTarget(this.renderTargetEdgeBuffer2); | |
| renderer.clear(); | |
| this.fsQuad.render(renderer); | |
| this.fsQuad.material = this.overlayMaterial; | |
| this.overlayMaterial.uniforms["maskTexture"].value = this.renderTargetMaskBuffer.texture; | |
| this.overlayMaterial.uniforms["edgeTexture1"].value = this.renderTargetEdgeBuffer1.texture; | |
| this.overlayMaterial.uniforms["edgeTexture2"].value = this.renderTargetEdgeBuffer2.texture; | |
| this.overlayMaterial.uniforms["patternTexture"].value = this.patternTexture; | |
| this.overlayMaterial.uniforms["edgeStrength"].value = this.edgeStrength; | |
| this.overlayMaterial.uniforms["edgeGlow"].value = this.edgeGlow; | |
| this.overlayMaterial.uniforms["usePatternTexture"].value = this.usePatternTexture; | |
| if (maskActive) | |
| renderer.state.buffers.stencil.setTest(true); | |
| renderer.setRenderTarget(readBuffer); | |
| this.fsQuad.render(renderer); | |
| renderer.setClearColor(this._oldClearColor, this.oldClearAlpha); | |
| renderer.autoClear = oldAutoClear; | |
| } | |
| if (this.renderToScreen) { | |
| this.fsQuad.material = this.materialCopy; | |
| this.copyUniforms["tDiffuse"].value = readBuffer.texture; | |
| renderer.setRenderTarget(null); | |
| this.fsQuad.render(renderer); | |
| } | |
| } | |
| getPrepareMaskMaterial() { | |
| return new THREE.ShaderMaterial({ | |
| uniforms: { | |
| depthTexture: { value: null }, | |
| cameraNearFar: { value: new THREE.Vector2(0.5, 0.5) }, | |
| textureMatrix: { value: null } | |
| }, | |
| vertexShader: `#include <morphtarget_pars_vertex> | |
| #include <skinning_pars_vertex> | |
| varying vec4 projTexCoord; | |
| varying vec4 vPosition; | |
| uniform mat4 textureMatrix; | |
| void main() { | |
| #include <skinbase_vertex> | |
| #include <begin_vertex> | |
| #include <morphtarget_vertex> | |
| #include <skinning_vertex> | |
| #include <project_vertex> | |
| vPosition = mvPosition; | |
| vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 ); | |
| projTexCoord = textureMatrix * worldPosition; | |
| }`, | |
| fragmentShader: `#include <packing> | |
| varying vec4 vPosition; | |
| varying vec4 projTexCoord; | |
| uniform sampler2D depthTexture; | |
| uniform vec2 cameraNearFar; | |
| void main() { | |
| float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord )); | |
| float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y ); | |
| float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0; | |
| gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0); | |
| }` | |
| }); | |
| } | |
| getEdgeDetectionMaterial() { | |
| return new THREE.ShaderMaterial({ | |
| uniforms: { | |
| maskTexture: { value: null }, | |
| texSize: { value: new THREE.Vector2(0.5, 0.5) }, | |
| visibleEdgeColor: { value: new THREE.Vector3(1, 1, 1) }, | |
| hiddenEdgeColor: { value: new THREE.Vector3(1, 1, 1) } | |
| }, | |
| vertexShader: `varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: `varying vec2 vUv; | |
| uniform sampler2D maskTexture; | |
| uniform vec2 texSize; | |
| uniform vec3 visibleEdgeColor; | |
| uniform vec3 hiddenEdgeColor; | |
| void main() { | |
| vec2 invSize = 1.0 / texSize; | |
| vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize); | |
| vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy); | |
| vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy); | |
| vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw); | |
| vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw); | |
| float diff1 = (c1.r - c2.r)*0.5; | |
| float diff2 = (c3.r - c4.r)*0.5; | |
| float d = length( vec2(diff1, diff2) ); | |
| float a1 = min(c1.g, c2.g); | |
| float a2 = min(c3.g, c4.g); | |
| float visibilityFactor = min(a1, a2); | |
| vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor; | |
| gl_FragColor = vec4(edgeColor, 1.0) * vec4(d); | |
| }` | |
| }); | |
| } | |
| getSeperableBlurMaterial(maxRadius) { | |
| return new THREE.ShaderMaterial({ | |
| defines: { | |
| MAX_RADIUS: maxRadius | |
| }, | |
| uniforms: { | |
| colorTexture: { value: null }, | |
| texSize: { value: new THREE.Vector2(0.5, 0.5) }, | |
| direction: { value: new THREE.Vector2(0.5, 0.5) }, | |
| kernelRadius: { value: 1 } | |
| }, | |
| vertexShader: `varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: `#include <common> | |
| varying vec2 vUv; | |
| uniform sampler2D colorTexture; | |
| uniform vec2 texSize; | |
| uniform vec2 direction; | |
| uniform float kernelRadius; | |
| float gaussianPdf(in float x, in float sigma) { | |
| return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma; | |
| } | |
| void main() { | |
| vec2 invSize = 1.0 / texSize; | |
| float weightSum = gaussianPdf(0.0, kernelRadius); | |
| vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum; | |
| vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS); | |
| vec2 uvOffset = delta; | |
| for( int i = 1; i <= MAX_RADIUS; i ++ ) { | |
| float w = gaussianPdf(uvOffset.x, kernelRadius); | |
| vec4 sample1 = texture2D( colorTexture, vUv + uvOffset); | |
| vec4 sample2 = texture2D( colorTexture, vUv - uvOffset); | |
| diffuseSum += ((sample1 + sample2) * w); | |
| weightSum += (2.0 * w); | |
| uvOffset += delta; | |
| } | |
| gl_FragColor = diffuseSum/weightSum; | |
| }` | |
| }); | |
| } | |
| getOverlayMaterial() { | |
| return new THREE.ShaderMaterial({ | |
| uniforms: { | |
| maskTexture: { value: null }, | |
| edgeTexture1: { value: null }, | |
| edgeTexture2: { value: null }, | |
| patternTexture: { value: null }, | |
| edgeStrength: { value: 1 }, | |
| edgeGlow: { value: 1 }, | |
| usePatternTexture: { value: 0 } | |
| }, | |
| vertexShader: `varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: `varying vec2 vUv; | |
| uniform sampler2D maskTexture; | |
| uniform sampler2D edgeTexture1; | |
| uniform sampler2D edgeTexture2; | |
| uniform sampler2D patternTexture; | |
| uniform float edgeStrength; | |
| uniform float edgeGlow; | |
| uniform bool usePatternTexture; | |
| void main() { | |
| vec4 edgeValue1 = texture2D(edgeTexture1, vUv); | |
| vec4 edgeValue2 = texture2D(edgeTexture2, vUv); | |
| vec4 maskColor = texture2D(maskTexture, vUv); | |
| vec4 patternColor = texture2D(patternTexture, 6.0 * vUv); | |
| float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5; | |
| vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow; | |
| vec4 finalColor = edgeStrength * maskColor.r * edgeValue; | |
| if(usePatternTexture) | |
| finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r); | |
| gl_FragColor = finalColor; | |
| }`, | |
| blending: THREE.AdditiveBlending, | |
| depthTest: false, | |
| depthWrite: false, | |
| transparent: true | |
| }); | |
| } | |
| } | |
| exports.OutlinePass = OutlinePass; | |
| //# sourceMappingURL=OutlinePass.cjs.map | |
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- 21.5 kB
- Xet hash:
- c03374710252515084bd804a5c04f8387335ea8001159315f2ef8424fd44dca9
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