Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /postprocessing /OutlinePass.js
| import { | |
| AdditiveBlending, | |
| Color, | |
| DoubleSide, | |
| HalfFloatType, | |
| Matrix4, | |
| MeshDepthMaterial, | |
| NoBlending, | |
| RGBADepthPacking, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| Vector2, | |
| Vector3, | |
| WebGLRenderTarget | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| class OutlinePass extends Pass { | |
| constructor( resolution, scene, camera, selectedObjects ) { | |
| super(); | |
| this.renderScene = scene; | |
| this.renderCamera = camera; | |
| this.selectedObjects = selectedObjects !== undefined ? selectedObjects : []; | |
| this.visibleEdgeColor = new Color( 1, 1, 1 ); | |
| this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 ); | |
| this.edgeGlow = 0.0; | |
| this.usePatternTexture = false; | |
| this.edgeThickness = 1.0; | |
| this.edgeStrength = 3.0; | |
| this.downSampleRatio = 2; | |
| this.pulsePeriod = 0; | |
| this._visibilityCache = new Map(); | |
| this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); | |
| const resx = Math.round( this.resolution.x / this.downSampleRatio ); | |
| const resy = Math.round( this.resolution.y / this.downSampleRatio ); | |
| this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y ); | |
| this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask'; | |
| this.renderTargetMaskBuffer.texture.generateMipmaps = false; | |
| this.depthMaterial = new MeshDepthMaterial(); | |
| this.depthMaterial.side = DoubleSide; | |
| this.depthMaterial.depthPacking = RGBADepthPacking; | |
| this.depthMaterial.blending = NoBlending; | |
| this.prepareMaskMaterial = this.getPrepareMaskMaterial(); | |
| this.prepareMaskMaterial.side = DoubleSide; | |
| this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera ); | |
| this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } ); | |
| this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth'; | |
| this.renderTargetDepthBuffer.texture.generateMipmaps = false; | |
| this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | |
| this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample'; | |
| this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false; | |
| this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | |
| this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1'; | |
| this.renderTargetBlurBuffer1.texture.generateMipmaps = false; | |
| this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } ); | |
| this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2'; | |
| this.renderTargetBlurBuffer2.texture.generateMipmaps = false; | |
| this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(); | |
| this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | |
| this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1'; | |
| this.renderTargetEdgeBuffer1.texture.generateMipmaps = false; | |
| this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } ); | |
| 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; | |
| // Overlay material | |
| this.overlayMaterial = this.getOverlayMaterial(); | |
| // copy material | |
| const copyShader = CopyShader; | |
| this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); | |
| this.materialCopy = new ShaderMaterial( { | |
| uniforms: this.copyUniforms, | |
| vertexShader: copyShader.vertexShader, | |
| fragmentShader: copyShader.fragmentShader, | |
| blending: NoBlending, | |
| depthTest: false, | |
| depthWrite: false | |
| } ); | |
| this.enabled = true; | |
| this.needsSwap = false; | |
| this._oldClearColor = new Color(); | |
| this.oldClearAlpha = 1; | |
| this.fsQuad = new FullScreenQuad( null ); | |
| this.tempPulseColor1 = new Color(); | |
| this.tempPulseColor2 = new Color(); | |
| this.textureMatrix = new Matrix4(); | |
| function replaceDepthToViewZ( string, camera ) { | |
| const type = camera.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(); | |
| this.depthMaterial.dispose(); | |
| this.prepareMaskMaterial.dispose(); | |
| this.edgeDetectionMaterial.dispose(); | |
| this.separableBlurMaterial1.dispose(); | |
| this.separableBlurMaterial2.dispose(); | |
| this.overlayMaterial.dispose(); | |
| this.materialCopy.dispose(); | |
| this.fsQuad.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 ) { | |
| // only meshes and sprites are supported by OutlinePass | |
| 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 ) { | |
| // the visibilty of points and lines is always set to false in order to | |
| // not affect the outline computation | |
| if ( bVisible === true ) { | |
| object.visible = cache.get( object ); // restore | |
| } else { | |
| cache.set( object, object.visible ); | |
| object.visible = bVisible; | |
| } | |
| } | |
| } | |
| this.renderScene.traverse( VisibilityChangeCallBack ); | |
| } | |
| updateTextureMatrix() { | |
| this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5, | |
| 0.0, 0.5, 0.0, 0.5, | |
| 0.0, 0.0, 0.5, 0.5, | |
| 0.0, 0.0, 0.0, 1.0 ); | |
| 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( 0xffffff, 1 ); | |
| // Make selected objects invisible | |
| this.changeVisibilityOfSelectedObjects( false ); | |
| const currentBackground = this.renderScene.background; | |
| this.renderScene.background = null; | |
| // 1. Draw Non Selected objects in the depth buffer | |
| this.renderScene.overrideMaterial = this.depthMaterial; | |
| renderer.setRenderTarget( this.renderTargetDepthBuffer ); | |
| renderer.clear(); | |
| renderer.render( this.renderScene, this.renderCamera ); | |
| // Make selected objects visible | |
| this.changeVisibilityOfSelectedObjects( true ); | |
| this._visibilityCache.clear(); | |
| // Update Texture Matrix for Depth compare | |
| this.updateTextureMatrix(); | |
| // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects | |
| 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; | |
| // 2. Downsample to Half resolution | |
| 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 - 0.25 ) / 2; | |
| this.tempPulseColor1.multiplyScalar( scalar ); | |
| this.tempPulseColor2.multiplyScalar( scalar ); | |
| } | |
| // 3. Apply Edge Detection Pass | |
| 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 ); | |
| // 4. Apply Blur on Half res | |
| this.fsQuad.material = this.separableBlurMaterial1; | |
| this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture; | |
| this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.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 = OutlinePass.BlurDirectionY; | |
| renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| // Apply Blur on quarter res | |
| this.fsQuad.material = this.separableBlurMaterial2; | |
| this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture; | |
| this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX; | |
| renderer.setRenderTarget( this.renderTargetBlurBuffer2 ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture; | |
| this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY; | |
| renderer.setRenderTarget( this.renderTargetEdgeBuffer2 ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| // Blend it additively over the input texture | |
| 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 ShaderMaterial( { | |
| uniforms: { | |
| 'depthTexture': { value: null }, | |
| 'cameraNearFar': { value: new 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 = vec4( transformed, 1.0 ); | |
| #ifdef USE_INSTANCING | |
| worldPosition = instanceMatrix * worldPosition; | |
| #endif | |
| worldPosition = modelMatrix * worldPosition; | |
| 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 ShaderMaterial( { | |
| uniforms: { | |
| 'maskTexture': { value: null }, | |
| 'texSize': { value: new Vector2( 0.5, 0.5 ) }, | |
| 'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) }, | |
| 'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) }, | |
| }, | |
| vertexShader: | |
| `varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: | |
| `varying vec2 vUv; | |
| uniform sampler2D maskTexture; | |
| uniform 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 ShaderMaterial( { | |
| defines: { | |
| 'MAX_RADIUS': maxRadius, | |
| }, | |
| uniforms: { | |
| 'colorTexture': { value: null }, | |
| 'texSize': { value: new Vector2( 0.5, 0.5 ) }, | |
| 'direction': { value: new Vector2( 0.5, 0.5 ) }, | |
| 'kernelRadius': { value: 1.0 } | |
| }, | |
| 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 sigma = kernelRadius/2.0; | |
| float weightSum = gaussianPdf(0.0, sigma); | |
| 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 x = kernelRadius * float(i) / float(MAX_RADIUS); | |
| float w = gaussianPdf(x, sigma); | |
| 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 ShaderMaterial( { | |
| uniforms: { | |
| 'maskTexture': { value: null }, | |
| 'edgeTexture1': { value: null }, | |
| 'edgeTexture2': { value: null }, | |
| 'patternTexture': { value: null }, | |
| 'edgeStrength': { value: 1.0 }, | |
| 'edgeGlow': { value: 1.0 }, | |
| 'usePatternTexture': { value: 0.0 } | |
| }, | |
| 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: AdditiveBlending, | |
| depthTest: false, | |
| depthWrite: false, | |
| transparent: true | |
| } ); | |
| } | |
| } | |
| OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 ); | |
| OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 ); | |
| export { OutlinePass }; | |
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