mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 12:23:49 +01:00
65 lines
1.3 KiB
JavaScript
Executable File
65 lines
1.3 KiB
JavaScript
Executable File
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* 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": { type: "t", value: null },
|
|
"opacity": { type: "f", 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")
|
|
|
|
};
|