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https://github.com/Doodle3D/Doodle3D-Slicer.git
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65 lines
1.3 KiB
JavaScript
65 lines
1.3 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
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* - based on Nvidia example
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* http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
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*/
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THREE.BleachBypassShader = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },
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"opacity": { type: "f", value: 1.0 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform float opacity;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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"vec4 base = texture2D( tDiffuse, vUv );",
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"vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
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"float lum = dot( lumCoeff, base.rgb );",
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"vec3 blend = vec3( lum );",
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"float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
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"vec3 result1 = 2.0 * base.rgb * blend;",
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"vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
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"vec3 newColor = mix( result1, result2, L );",
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"float A2 = opacity * base.a;",
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"vec3 mixRGB = A2 * newColor.rgb;",
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"mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
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"gl_FragColor = vec4( mixRGB, base.a );",
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"}"
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].join("\n")
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};
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