three
Version:
JavaScript 3D library
69 lines (42 loc) • 1.36 kB
JavaScript
/**
* @module BleachBypassShader
* @three_import import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
*/
/**
* Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] based on
* [Nvidia Shader library]{@link http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass}.
*
* @constant
* @type {ShaderMaterial~Shader}
*/
const BleachBypassShader = {
name: 'BleachBypassShader',
uniforms: {
'tDiffuse': { value: null },
'opacity': { value: 1.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform float opacity;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 base = texture2D( tDiffuse, vUv );
float lum = luminance( 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 );
}`
};
export { BleachBypassShader };