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@needle-tools/engine

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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in

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import { BlendFunction, Effect } from "postprocessing"; import { Uniform } from "three"; import { serializable } from "../../../engine/engine_serialization.js"; import { PostProcessingEffect } from "../PostProcessingEffect.js"; /** * @category Effects * @group Components */ export class SharpeningEffect extends PostProcessingEffect { get typeName() { return "Sharpening"; } private _effect?: _SharpeningEffect; onCreateEffect() { return this.effect; } private get effect() { this._effect ??= new _SharpeningEffect(); return this._effect; } @serializable() set amount(value: number) { this.effect.uniforms.get("amount")!.value = value; } get amount() { return this.effect.uniforms.get("amount")!.value; } @serializable() set radius(value: number) { this.effect.uniforms.get("radius")!.value = value; } get radius() { return this.effect.uniforms.get("radius")!.value; } // @serializable() // set threshold(value: number) { // this.effect.uniforms.get("threshold")!.value = value; // } // get threshold() { // return this.effect.uniforms.get("threshold")!.value; // } } const vert = ` void mainSupport() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } ` const frag = ` uniform sampler2D tDiffuse; uniform float amount; uniform float radius; void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) { float tx = 1.0 / resolution.x; float ty = 1.0 / resolution.y; vec2 texelSize = vec2(tx, ty); vec4 blurred = vec4(0.0); float total = 0.0; for (float x = -radius; x <= radius; x++) { for (float y = -radius; y <= radius; y++) { vec2 offset = vec2(x, y) * texelSize; vec4 diffuse = texture2D(tDiffuse, uv + offset); float weight = exp(-length(offset) * amount); blurred += diffuse * weight; total += weight; } } if (total > 0.0) { blurred /= total; } // Calculate the sharpened color using inputColor vec4 sharp = inputColor + clamp(inputColor - blurred, 0.0, 1.0) * amount; // Keep original alpha sharp.a = inputColor.a; // Ensure the sharp color does not go below 0 or above 1 // This means: sharpening must happen AFTER tonemapping. sharp = clamp(sharp, 0.0, 1.0); outputColor = sharp; } ` class _SharpeningEffect extends Effect { constructor() { super("Sharpening", frag, { vertexShader: vert, blendFunction: BlendFunction.NORMAL, uniforms: new Map<string, Uniform<any>>([ ["amount", new Uniform(1)], ["radius", new Uniform(1)], // ["threshold", new Uniform(0)], ]), }); } } export { _SharpeningEffect }