three-stdlib
Version:
stand-alone library of threejs examples
144 lines (117 loc) • 3.43 kB
JavaScript
"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const ShaderPass = require("./ShaderPass.cjs");
const LUTShader = {
defines: {
USE_3DTEXTURE: 1
},
uniforms: {
lut3d: { value: null },
lut: { value: null },
lutSize: { value: 0 },
tDiffuse: { value: null },
intensity: { value: 1 }
},
vertexShader: (
/* glsl */
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
),
fragmentShader: (
/* glsl */
`
uniform float lutSize;
precision highp sampler3D;
uniform sampler3D lut3d;
uniform sampler2D lut;
vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
float sliceHeight = 1.0 / size;
float yPixelHeight = 1.0 / ( size * size );
// Get the slices on either side of the sample
float slice = rgb.b * size;
float interp = fract( slice );
float slice0 = slice - interp;
float centeredInterp = interp - 0.5;
float slice1 = slice0 + sign( centeredInterp );
// Pull y sample in by half a pixel in each direction to avoid color
// bleeding from adjacent slices.
float greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );
vec2 uv0 = vec2(
rgb.r,
slice0 * sliceHeight + greenOffset
);
vec2 uv1 = vec2(
rgb.r,
slice1 * sliceHeight + greenOffset
);
vec3 sample0 = texture2D( tex, uv0 ).rgb;
vec3 sample1 = texture2D( tex, uv1 ).rgb;
return mix( sample0, sample1, abs( centeredInterp ) );
}
varying vec2 vUv;
uniform float intensity;
uniform sampler2D tDiffuse;
void main() {
vec4 val = texture2D( tDiffuse, vUv );
vec4 lutVal;
// pull the sample in by half a pixel so the sample begins
// at the center of the edge pixels.
float pixelWidth = 1.0 / lutSize;
float halfPixelWidth = 0.5 / lutSize;
vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
lutVal = vec4( texture( lut3d, uvw ).rgb, val.a );
lutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );
gl_FragColor = vec4( mix( val, lutVal, intensity ) );
}
`
)
};
class LUTPass extends ShaderPass.ShaderPass {
set lut(v) {
const material = this.material;
if (v !== this.lut) {
material.uniforms.lut3d.value = null;
material.uniforms.lut.value = null;
if (v) {
const is3dTextureDefine = v.isData3DTexture ? 1 : 0;
if (is3dTextureDefine !== material.defines.USE_3DTEXTURE) {
material.defines.USE_3DTEXTURE = is3dTextureDefine;
material.needsUpdate = true;
}
material.uniforms.lutSize.value = v.image.width;
if (v.isData3DTexture) {
material.uniforms.lut3d.value = v;
} else {
material.uniforms.lut.value = v;
}
}
}
}
get lut() {
return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
}
set intensity(v) {
this.material.uniforms.intensity.value = v;
}
get intensity() {
return this.material.uniforms.intensity.value;
}
constructor(options = {}) {
super(LUTShader);
this.lut = options.lut || null;
this.intensity = "intensity" in options ? options.intensity : 1;
}
}
exports.LUTPass = LUTPass;
//# sourceMappingURL=LUTPass.cjs.map