@luma.gl/effects
Version:
Rendering and post-processing effects library for luma.gl
50 lines (45 loc) • 1.67 kB
JavaScript
/**
* @filter Ink
* @description Simulates outlining the image in ink by darkening edges stronger than a
* certain threshold. The edge detection value is the difference of two
* copies of the image, each blurred using a blur of a different radius.
* @param strength The multiplicative scale of the ink edges. Values in the range 0 to 1
* are usually sufficient, where 0 doesn't change the image and 1 adds lots
* of black edges. Negative strength values will create white ink edges
* instead of black ones.
*/
const fs = `\
uniform float strength;
vec4 ink_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
vec2 dx = vec2(1.0 / texSize.x, 0.0);
vec2 dy = vec2(0.0, 1.0 / texSize.y);
vec4 color = texture2D(texture, texCoord);
float bigTotal = 0.0;
float smallTotal = 0.0;
vec3 bigAverage = vec3(0.0);
vec3 smallAverage = vec3(0.0);
for (float x = -2.0; x <= 2.0; x += 1.0) {
for (float y = -2.0; y <= 2.0; y += 1.0) {
vec3 sample = texture2D(texture, texCoord + dx * x + dy * y).rgb;
bigAverage += sample;
bigTotal += 1.0;
if (abs(x) + abs(y) < 2.0) {
smallAverage += sample;
smallTotal += 1.0;
}
}
}
vec3 edge = max(vec3(0.0), bigAverage / bigTotal - smallAverage / smallTotal);
float power = strength * strength * strength * strength * strength;
return vec4(color.rgb - dot(edge, edge) * power * 100000.0, color.a);
}
`;
const uniforms = {
strength: {value: 0.25, min: 0, softMax: 1}
};
export default {
name: 'ink',
uniforms,
fs,
passes: [{sampler: true}]
};